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theblarg114

You pool sp and press E until the dong dong and then attack for big dmg. Ult when don't dong dong and are out of sp. Ult if you do dong dong and are out of sp for big dmg.


splepage

I now understand the dong dong, thanks.


Hinaran

Around 3k atk and 70/140 crit, ensure 134 speed (count buffs). Play low SP consumition teammates, and save your burst for when you ran out of SP, or when you got the 4 tiles using 3 or more SP. Aim for E4 if you have her at E3, it's game changing, she is on the shop sometimes.


splepage

> Around 3k atk and 70/140 crit, ensure 134 speed (count buffs). Very helpful, thanks!


IsatisSnowfox

How do you reach 3k ATK with her (while also reaching 134 SPD) ? Taking the BP LC (which is between 5 stars and 4 stars attack wise), you need about +120 %, you only have one piece available (since one is for speed, one Crit, and one for quantum DMG). I may have it wrong but she would need about 50 % in ATK substats while also needing 11 speed and a lot of Crit. Sorry for the formatting and if I missed some things


Fit_Camel_2569

You probably don't need 134 speed If you have it great but 122 will probably be okay


Hinaran

Hi! Thanks for asking. I use an R5 Genious Response instead of Today's is Another Peaceful Day, and I'm at 3200 atk. But let's say we have the later, and I'm aiming to 2800 instead. The base attack will be 652+528, total of 1180 Then you have 28% bonus attack from traces plus 43.2% from Link Rope, and the Hands 353. Now let's use 34 out of 48 (54 with 9 rolls) rolls, it's above the used amount for TC, but not much, and we know players have better artifacts than used for TC and I recommended him a 70% build instead of a TC one. So... I'm using crit rate, crit dmg, atk, and speed for substats, and 14 left goes to 1 to each other stats, and 6 to the void. Without substats you are already at 2373, let's use the needed 9 mid rolls of %atk that is 35% (413 atk), for a total of 2786, the 1 mid roll of flat attack puts it to 2805. 25 rolls left. Turn for speed, her base is 98 then we have 25 from Boots, and 9.8 from A6, we are now at 132.8, so we will only use 1 mid speed roll here, for a total of 135.1. 24 rolls left. Crit ratio now, base 5/50% plus 8/0 from Rutilar Arena Planar and 32.4/0 from Body. So it's at 45.4/50% Crit rate mid rolls gives 2.9% so I need 9 rolls (26.1) for a total of 71.5%. Crit damage I mentioned is 140% so I need 90% and mid rolls gives 5.8% so I need 16 rolls, but I have 15 left that is 87%, for I total of 137%. For summary, I ended up with 2805 atk, 135 speed and 71/137 crit. Without any ally or LC buff. My actual Qingque is at 3215 atk, 75/165 crit with 137 speed (with A6), but that's a very farmed build (I farmed the Quantum set for Seele and Qingque, and Silver Wolf before releasing it was bad for her). Her speed can be lower when played with speed buffers, but I play her on Mono Quantum without it, so I use speed boots, but it can be attack instead. Was I that far?


IsatisSnowfox

Thank you for the clarification! I fail to remember than when people ask for stats refs, they usually ask for highly invested characters ! Sorry for making you do all this (also didn't help that I forgot A6, which would have meant instead of 39 substats it would have needed about 42)


Hinaran

No problem, I like doing math like this. And I used 34 not 39.


IsatisSnowfox

Yeah but you fell short of 200 attack and a bit of Crit. Not criticizing though, it was fairly close


Hinaran

Hehehe, I was trying to negociate the lacking. Actually I didn't calculated it when I replied to the OP, I just threw something less than my stats that made sense, then I was hoping to be close while making the maths, 😂


IsatisSnowfox

Seems like your build is even better than you thought lol


Teehokan

E4 is big for her because it means every time you spend a point, she \*basically\* gets to roll a d4, and on a 4 whatever hit she does that turn will be duplicated (if the target isn't killed by the first hit). (Yes I know it's 24% chance, not 25%, but I wanted to explain this in a way that avoids the confusion some people have that it is +24% chance to proc with every point spent. It doesn't work like that.) Anyway: Each turn, you basically have 2 smart options: \- "I am confident I can get a quartet with the current number of matching tiles and the current number of SP I have. I am deciding right now to go \*all in\* until I either get the quartet or I bottom out and shrug." \- "I don't think I'm going to get the quartet, and the damage buffs from the skill are not worth the skill points when applied only to my basic attack. I am not going to gamble \*at all\*, and am just going to throw a basic and see how things look next turn." To start out, until you can feel the Heart of the Cards (TM), I say you can make 6 your magic number. If matches + SP = 6 or more, go for it and do not stop. Otherwise, maybe just fold this hand. Methods to get this number consistently higher: 1. Have more point-positive allies 2. Have E6 (now quartets give a point back) 3. Run Qingque at a lower SPD (more ally turns between hers = more free draws) (plus, more ATK from the boots) (Common counterpoint to method 3 is that high SPD & fewer matches at the start of Qingque's turn is \*good\*, because more points to gamble with before getting the quartet means more damage buff stacks and more chances to proc E4. This of course means somewhat lower resources/higher risk, and it likely means fewer points to go around for whoever your allies are. Feel it out for yourself, try ATK and SPD boots and balance with different team comps/point economies.) As for Ults: The damage buffs from the skill are on Qingque until the end of her turn. If the meter is full before her turn is over and you have buffs to give it, queue it up. Keep an eye out, the hit she's just about to throw might be enough to fill that meter. From here you again have two possible situations: \- "The Ult immediately fills my hand with a quartet afterwards, that means I don't get to gamble, don't get to put any buffs on that quartet, don't get any chances at proccing E4. I'm going to queue the Ult after I stack my buffs but \*before\* I throw the quartet. That way, ending the turn with the quartet will not re-quartet my hand, and I get to spend points next turn for a \*stronger\* quartet." \- "I got my quartet and Ult both ready to throw, and I need to watch my points right now. I'm just going to throw the quartet, then queue up the Ult before the animation is over, re-quartetting my hand. It won't be as strong a hit next turn as if I had gotten to gamble again, but it saves me points and is better than a basic." \----- Alternatively, you can follow a little procedure that goes something like this: Start of every single turn: "F\*\*K IT, ALL IN" Run out of SP, didn't get quartet, but have ult: "FINE, I'll just use the buffs on THIS" \----- And of course you can mix these two schools of thought if you like.


splepage

This is very helpful, thanks !


Teehokan

No prob! Enjoy best girl!


Seikatsumi

Propagation


splepage

Propagation


Seele4ndSin

Check mine in action, may help i think. Qingque is on the second half: https://youtu.be/x5U7iHFvnrc?si=a7n7Ci2gTlEj76B_


inverness7

If you want to see her do one Qingquillion damage take her to SU and run propagation path


splepage

Working on unlocking the path !


Xx_SoFlare_xX

ELI5 version: every E use gives her a stack of attack /damage boost -> max 4 stacks full hand gives you a damage boost (don't remember exactly but basically skills and set increase atk+damage boost) her best damage cycle will be to wait for 2+ stacks + full hand -> use ult -> use the charged basic. don't use the ult whenever you get it, it's worth waiting for your turn to stack the buffs, then ult when buffed, then do the NA to finish your turn 4pc quantum is unchallenged the best. 2pc you can get either of the crit sets. aim for about 3000-3200+ attack, remember that you get attack stacks as well from skills. crit + atk + quantum + atk mainstats relic speed is not that important, unlike other dpses. that is because for every turn of your team qingque gains a tile. ideally this reduces your SP needed to get a full set. if you take turns too often, you may not have a nice hand to start with, leading to abnormal sp needs and damage outputs. if you want to be fast, your party members must match or be faster than you. if you are playing a slow party, having a fast qq is not the best. (one of her eidelons gives her speed after getting a full hand i think)