Genshin Impact: Keqing Guide | Aether Flask

Final Up to date on October 26, 2020 by Aether

This Keqing information will briefly go over her expertise, mechanics, weapons, and artifacts. The foremost focus shall be doing a deep dive into the varied builds potential. Afterward, I’ll develop on the opposite sections of this information. 

I’ll try to point out you the way to construct Keqing within the early-midgame (Pre-AR40) and lategame onwards (AR40+). The explanation why AR40 is taken into account the start of endgame is as a result of that is when domains have an opportunity of dropping gold/legendary artifacts.

As all the time, there’s room for flexibility in builds so don’t deal with each phrase from this information as legislation.  I’ll provide basic guiding rules to observe and attempt to adequately convey the professionals and cons of every construct. As well as, I’ll attempt to distinguish F2P vs whale tendencies.

The right way to successfully construct Keqing?

Let’s begin this out by saying that the builds and suggestions that I provide under are strategies based mostly on each theorycrafting and purposes by the whales within the discord. Numerous math has gone into figuring out the viability of various builds, however on the finish of the day, every construct performs finest beneath optimum circumstances.

Early-Midgame (Pre-AR40)

At the beginning, no matter gear you’re utilizing at this stage DOES NOT MATTER within the massive image as a result of you can be discarding it in favour of 5* items within the endgame in any case. That being mentioned, you continue to ought to observe a basic algorithm when doing small to average investments in an effort to comfortably clear early-midgame content material akin to weekly bosses and character/expertise/weapon domains (sure, artifact was not noted for a purpose. Don’t farm them until AR40). One more reason is to finish duties out of your Adventurer Handbook. 

Earlier than you learn onwards, do think about using this useful resource to usually perceive major traces, substat traces, and what are the potential traces on every artifact. https://genshin-impact.fandom.com/wiki/Artifacts 

Artifact Stat Prioritisation and Funding

My tenet for you is that this: Select essentially the most respectable stuff in your trash pile. 

  • You should have quite a lot of random blue (3*), just a few purple (4*), and 1-2 yellow (5*) artifacts from regular development by way of the questline. 
  • DO NOT spend money on an artifact simply because it’s a better tier.
    • Maxing out a 5* artifact with %HP major stat will probably have much less of a DPS enhance than maxing out a 4* artifact with %atk major stat
  • Upgraded artifacts could be foddered (used as materials) into future artifacts at a value of 20% exp (that’s, 80% of the exp shall be transferred)
    • Which means it’s nonetheless price it to spend money on and max 3* artifacts if the first and substat traces are good.
    • Notice that feeding 1 enhanced artifact shall be cheaper than feeding a bunch of unenhanced artifacts.
  • As a tough rule, in case your base assault is under 725, you might be probably pre-AR40 and thus, within the early-midgame. 
  • Confer with this information and see what you may have accessible

Desired Major Stat Traces

  • For early-midgame, the rule of thumb is to solely use and spend money on artifacts which have %atk. The exception is the goblet.
  • The flower and feather will all the time have flat HP and flat Atk respectively. Prioritise these with %atk and flat atk substat traces.
  • You’ll all the time wish to search for %atk in your hourglass (Sands of Eon) and circlet.
  • Search for %electrodmg or %physdmg in your goblet. If none can be found, use %atk.
  • Don’t prioritise crit likelihood or crit dmg early-midgame***. With out stepping into the particular math, it’s probably that investing in both of these stats over %atk will both cut back your DPS or have much less of a rise to your DPS than for those who invested into the %atk equal. 
    • %atk has extra impression and worth in your DPS within the early-midgame. 
    • ***In case you are intimately acquainted with min/max ratios for %atk:ele/phys%:critdmg%, hold these ideas in thoughts for endgame. 
  • Don’t prioritise the next major stats
    • EM (elemental mastery): Most of your elemental reactions ought to be triggered by your helps. 
    • HP%: When you’re dying to stuff in WL1-3, think about switching to Barbara foremost.
    • DEF%: ineffective stat for DPS
    • Vitality recharge%: Put it in your helps
    • Therapeutic bonus%: No
    • Crit%/critdmg%: talked about earlier

Desired Substat Traces 

  • That is of little or no significance in early-midgame. Your major deciding components ought to be major stat line and set results when selecting what items to make use of. 
  • So as of significance:
    • %atk
    • Flat assault
    • Crit%
    • Critdmg%

Bodily or Electro Keqing?

  • Within the early-midgame, all the time go for electro Keqing in case your RNG with artifact traces permits it. The explanation for it is because electro-related elemental reactions have a lot larger harm within the early-midgame relative to endgame. 
  • Typically, this doesn’t matter in early-midgame since you don’t deal quite a lot of harm anyway and %atk impacts each bodily and electro harm. 
  • Electro-related elemental reactions solely scale with EM and stage.
  • We are going to proceed this dialogue within the Endgame part.

Artifact Set results

Now that you just perceive which stats ought to be prioritised, let’s discuss artifact set results and what I’d suggest for Keqing within the early-midgame. As talked about above, we wish to prioritise %atk till endgame at AR40. 

NOTE: 2 and 4 set bonus results can look good on paper, however it may be a typical pitfall to fall into

  • Prioritise utilizing %atk major stat line items OVER utilizing 2 non-atk% items simply to finish a set impact
  • For instance, for those who used a 4* Gladiator’s helm with HP% and 4* Gladiator’s goblet with Elemental Mastery over a 3* helm and goblet with 23.1% atk every, this ends in a lack of potential DPS
    • 2 set gladiator provides 18% atk
    • The two random items will give 46.1% atk which is an enormous distinction in enhance to DPS
    • On this case, it’s not price it to speculate the mora and artifact fodder into levelling the gladiator gear.

Sojourner’s, Coronary heart of Bravery, and Gladiator’s are the three obtainable units pre-AR40 that give +18percentatk of their 2 set impact. Nevertheless, there are key disadvantages to remember.

  • Gladiator’s can solely be obtained from weekly bosses and as rewards from regular development. They start to drop from map bosses (eg Anemocube) at AR35.
  • You could solely acquire Sojourner’s and Coronary heart of Bravery by way of quest rewards and artifact domains at AR35. 
  • Usually, these units ought to NOT be farmed earlier than AR40
  • Solely use items of those gear for those who can fulfill one among these 3 circumstances
    • It’s a cup that has %electrodmg or %physdmg
    • It has %atk major stat
    • It’s a feather or flower

What about crit price? When ought to I construct it and is it higher than %atk?

  • There’s quite a lot of math that goes into figuring out whether or not or not crit% or %atk provides you with a better enhance in DPS.
  • In early-midgame, don’t construct crit% and critdmg%. Prioritise %atk. I’ll additional talk about the idea of optimising crit% and critdmg% within the endgame part.

Beneficial artifact units for early-midgame so as of significance:

  • This assumes that the goblet/circlet/hourglass have their respective optimum traces
    • Hourglass/Circlet: %atk
    • Goblet: %electrodmg/%physdmg > %atk
    • Feather and flower solely have flat atk and flat HP respectively (don’t want to fret concerning the line)
  • If the items comprising a set don’t have optimum traces, you’re higher off simply utilizing random items with %atk.
  • Comply with these steps
    • Begin from the highest and see when you’ve got any items of that set. 
      • If no, then transfer on to subsequent possibility
      • If sure, then test to see if these items have optimum major traces
        • If no, then transfer on to subsequent possibility
        • If sure, then you might use this set
    • In case you are unfortunate and might’t construct a set with optimum traces, it’s higher to haven’t any set impact and use gear with optimum traces
  • 4 set Martial artist + any 1 piece with optimum major line
    • 2 set: Will increase Regular Assault and Charged Assault DMG by 15%.
    • 4 set: After utilizing Elemental Talent (E), will increase Regular Assault and Charged Assault DMG by 25% for 8s.
    • Benefits
      • Keqing has a 7.5s cooldown on her E so you possibly can theoretically have 100% uptime of +40% dmg to regular and charged assaults
      • Every time you forged E, you refresh the buff period. When you area out the preliminary forged with the recast, you possibly can lengthen the period
    • Disadvantages
      • Extremely arduous to type a 4 set with optimum major stats. 
      • Does nothing to enhance your E and Q harm.
      • DONT FARM FOR THIS SET PLS SAVE YOUR RESIN
  • 2 set Sojourner’s / 2 set Gladiator’s / 2 set Bravery + a unique 2 set from similar class OR any 2 set under OR another 2 items with optimum major traces
    • 2 set: ATK +18%
    • Benefits
      • If the two items (3* instance) are in a position to roll for %atk, you will get 46.2% atk for a most of 62.2% with the set impact.
      • When you received fortunate, you possibly can type this set with a flower and feather, congratulations! You don’t have to fret about rolling the optimum line since flower and feather solely have HP and flat atk. 
      • Stronger than 2MA for electro construct Keqing. Confer with the theorycrafting library for proof.
    • Disadvantages: seek advice from above part
      • You might want to be fortunate and roll the related optimum traces to make use of those units. In any other case, you’re higher off utilizing any random piece that has %atk
      • Impossible that you just’re in a position to construct 2 x 2 set on this class for 36% atk bonus
  • 4 set Berserker’s + any 1 piece with optimum major line
    • 2 set: CRIT Price +12%
    • 4 set: When HP is under 70%, CRIT Price will increase by an extra 24%.
    • Benefits
      • Simple to farm, drops from chests, elite mobs, and executives. At a sure level, most of your artifacts in your stock shall be Berserker items. 
      • Since you’ll have so many items, it’s extremely probably that you will see that optimum major stats for goblet, circlet and hourglass items
      • At stage 60/60 Keqing, your innate crit dmg ought to be 69.2%. Which means your optimum crit is 34.6%. The 4 set provides 36% crit price which fulfils the 1:2 ratio.
    • Disadvantages
      • Confer with earlier part on crit price
    • Notice
      • There could be particular eventualities the place utilizing 4 set Berserker ends in a small (100-200dmg distinction) enhance in harm over utilizing 2 units of 18% atk (36% atk complete). 
        • When your playstyle entails always retaining your HP under 70%
        • Once you’ve begun to improve 4* berserker items and strategy the %atk threshold the place crit% turns into extra beneficial than %atk
  • 2 set Martial artist + 2 set from under OR another 2 items with optimum major traces
    • 2 set: Will increase Regular Assault and Charged Assault DMG by 15%.
    • Benefits
      • For each electro and bodily builds, Keqing’s optimum combo is regular assault → charged assault
      • %dmg is a separate multiplier within the harm method so it has a better impression than %atk so long as complete %atk is larger than %dmg (electro/bodily, and different bonus sources like Lion’s Roar)
    • Disadvantages
      • 3* and 4* model farmable at AR30, however this isn’t price it
      • The few items that you’ll have come from quest rewards and regular development
      • Is not going to have an effect on your E and Q harm
  • 2 set Berserker’s + any 2 items with optimum major traces
    • 2 set: CRIT Price +12%
    • Benefits
      • Confer with above part on 4 set berserker
    • Disadvantages
      • Crit % isn’t a really impactful stat within the early-midgame
      • The set solely spawns as much as 4*, doesn’t scale into endgame

Endgame

Weapon Choice

  • Typically, weapons within the early-midgame don’t matter. 
  • Nevertheless, they do play an vital function in figuring out whether or not it is best to go for a bodily or electro Keqing construct. 
  • The next statements are backed by proof from our theorycrafting library. I cannot go into element.
  • Here’s a listing of the perfect 1H swords. Please additionally learn this hyperlink to coach your self on how enhancing and refining 
    • Enhancing: levelling up the weapon
    • Refining: combining the weapon with a replica to extend the stats of the passive skills

F2P Choice

When you did no pulls, don’t plan on getting the Black Sword from battle move, or had been unfortunate in your pulls and by no means pulled a 4* 1H sword, you may have 2 craftable choices accessible. The recipe has an opportunity to drop from weekly bosses. 

  • Prototype Rancour (4*)
    • Passive: On hit, Regular or Charged Assaults enhance Base ATK and DEF by 4% for 6s. Max 4 stacks. Can solely happen as soon as each 0.3s.
    • Secondary Stat: Bodily DMG Bonus
    • Benefits
      • Physdmg% has good scaling into endgame. 
      • Synergises properly with Superconduct (the fundamental response that offers monsters a -40% phys res debuff)
    • Disadvantages
      • The %atk from the passive turns into an increasing number of irrelevant within the endgame
      • Physdmg% has no impact on elemental harm (purple numbers). It can solely have an effect on your white numbers. 
      • Once you use your E, you possibly can by no means recast it as a result of for those who do, you change your harm to electro which doesn’t profit from %physdmg
    • Situations to be used
      • Aiming to go bodily/superconduct construct
      • You don’t wish to play Keqing in a enjoyable and interactive method.
  • Iron Sting (4*)
    • Passive: Dealing Elemental DMG will increase all DMG by 6% for 6s. Max 2 stacks. Can solely happen as soon as each 1s.
    • Secondary Stat: Elemental Mastery
    • Benefits
      • Permits for enjoyable and interactive gameplay not like bodily builds
      • Keqing offers elemental harm nearly on a regular basis, permitting her to maintain 2/2 stacks
      • %dmg applies to all numbers (white and purple) and scales properly into endgame
    • Disadvantages
      • Elemental mastery is normally not thought of good on Keqing as a result of she isn’t the one triggering the reactions and thus the EM used within the calculation is the assist’s
      • You need to hold stacks as much as preserve the %dmg buff
    • Situations to be used
      • Aiming to go electro Keqing

All the opposite swords

  • I’m simply going to summarise what it is best to go for so as of efficiency.
  • I’d like to emphasize that we’ve got new testing by the day and that’s the reason the swords within the prime rankings hold floating previous each other.
  • When you’re going bodily/superconductor Keqing (assuming absolutely refined)
    • BiS (Finest in slot): Aquila Favonia
    • Flute
      • Can stagger protect opponents from the passive
      • R1-5 Flute will outperform R1 black sword on bodily construct. Proof in library.
    • Black Sword
      • Is ranked above Lion’s Roar as a result of the passive isn’t conditional upon electro-debuff
      • Good small quantity of regen that’s particularly useful for Abyss
    • Lion’s Roar
    • Prototype Rancour (F2P)
      • Please word that R5 Rancour beats R1 Black Sword in a bodily construct
    • Skyward Blade
      • At 90/90, Skyward has solely 41 extra base assault than a 90/90 Prototype Rancour.
      • The elevated dmg is dealt individually. 
    • Royal Longsword***
      • Conditional: assuming you haven’t hit 85% crit price
    • Iron Sting (F2P)
    • Descension
    • Sacrificial Sword
  • When you’re going electro Keqing,
    • BiS: Black Sword***
      • Is ranked above Aquila in a R1 v R1 situation. 
      • ***Is ranked above Lion’s Roar as a result of the passive isn’t conditional upon electro-debuff. Additional testing is being performed to match DPS in a standard E-Q rotation together with autoattacks.
    • Aquila Favonia
      • Although electro Keqing doesn’t make use of the %physdmg, she advantages from the uncooked stats at 90/90
    • Black Sword
      • Is ranked above Lion’s Roar as a result of the passive isn’t conditional upon electro-debuff
      • Good small quantity of regen that’s particularly useful for Abyss
      • Please word that R1 Black Sword beats R5 Rancour in electro
      • R1 Black Sword > R1-R4 Flute on electro. Proof pending submission to library
      • R1 Black Sword < R5 Flute on electro, however solely by a small margin. 
    • Lion’s Roar
      • Please word that R3 Roar beats R1 Aquila in electro
      • Please word that R2-5 LR MAY*** beat R1 Black Sword
    • Skyward Blade
      • At 90/90, Skyward has solely 41 extra base assault than a 90/90 Prototype Rancour
    • Flute
      • Can stagger protect opponents from the passive
      • Might be higher than above choices relying on the variety of mobs.
    • Royal Longsword***
      • Conditional: assuming you haven’t hit 85% crit price
    • Iron Sting (F2P)
    • Prototype Rancour (F2P)
      • %physdmg isn’t helpful to Electro Keqing
    • Descension
    • Sacrificial Sword

Expertise Prioritisation

  • The prioritisation ought to be Autoattacks (Yunlai Swordsmanship) > E (Stellar Restoration) > Q (Starward Sword)
  • The fundamental reasoning is that the harm enhance to autoattacks is unconditional because it has no cooldown. A major quantity of harm from Keqing comes from her regular and charged autoattacks.
  • E is prioritised earlier than Q as a result of it’s used extra typically and has a shorter cd. 
  • This prioritisation ought to be the identical for each builds. 
  • Books (Prosperity) drop on Mondays/Thursdays from Taishan Mansion.

Regular/Charged Assault Combos (WIP)

A fundamental overview shall be mentioned right here and the advanced stuff together with her different expertise shall be within the Combos/Mechanics part when it’s completed.

Keqing Regular Assault: Yunlai Swordsmanship

  • Tapping M1 (Regular assault) will end result within the following
  1. Jab (small step ahead)
  2. Cross slash (small step ahead)
  3. Large slash (medium step ahead)
  4. Cross slash and leg kick upwards into invisibility (2 hits)
  5. Do a stab sprint ahead that passes by way of smaller opponents, reappearing close to the top (giant step ahead)
  • There are a complete of 6 hits for those who end the traditional assault combo
  • Holding M1 (Charged assault) will end result within the following
  1. Jab (small step ahead)
  2. Cross slash twice (medium step backwards)

5 Hit Regular (5N)

  • Please word that this combo truly has a complete of 6 hits (seek advice from image above)
  • Keqing performs 5 hits comparatively rapidly, kicking upwards and disappearing on the upwards kick. After a quick delay, she performs a splash assault (sixth hit), reappearing close to the top of the sprint. 
    • The delay between the fifth and sixth hits could be managed. You might have about 0.5s leeway earlier than clicking once more to activate the sixth hit. That is helpful as a result of typically, Keqing will knock up the enemy such that the sixth hit misses totally when activated too quick.
  • Within the beta, the “blink” facet between the fifth and sixth hits could possibly be used as an i-frame. Present testing means that this blink now not acts an i-frame since you could be frozen and broken whereas “invisible”. It is usually potential that this is because of excessive ping.
  • Use regular assaults solely when you’ve got no stamina in any respect (cryo area Leylines) or are coping with enemies which can be always knocked again.

Regular Assault x 4 → Charged assault (4NC)

  • When Keqing disappears after kicking upwards, maintain down M1 to transform the final assault right into a charged one which is able to knock enemies again.
  • The charged assault hits twice so that you get a complete of 6 hits.
  • Use this combo if you find yourself low on stamina or desirous to preserve stamina 
  • Use this combo if you find yourself desirous to always reposition to keep away from taking harm

Regular Assault x 1 → Charged assault (C)

  • When folks discuss “charged assault spam”, they’re actually speaking about this combo. It isn’t potential to carry out a charged assault with out the preliminary regular assault.
  • When holding down M1, Keqing will jab ahead with 1 x regular assault, adopted by a charged assault that hits 2 occasions whereas “recoiling” her again about the identical distance.
  • I’ll seek advice from this combo as a cycle as a result of technically it’s not a combo once we’re solely actually performing charged assaults. The traditional assault is simply bundled in. 
  • Use this cycle towards stationary/knockback-resist enemies or when regular enemies are up towards terrain/wall.
  • This combo is without doubt one of the the explanation why Bodily Keqing is viable. Keqing has one of many highest autoattack speeds within the recreation. 
  • At the price of 25 stamina, Keqing can output 1 x regular assault and a couple of x charged assaults in <1 second. This combo produces the best DPS potential from autoattacks. (theorycrafting information to be added later)
  • Tip: You can begin the subsequent charged assault combo earlier than the primary one fully ends by releasing M1 and holding it down once more once you see Keqing’s sword prolonged to her rear proper after the cross slash. 

Electro or Bodily Keqing?

Overview

There are presently 2 viable endgame kinds for Keqing. AutoKeq (bodily) and ElectroQueen. To grasp the distinction between these 2 builds, you have to first absolutely perceive Stellar Restoration. 

  • Keqing’s E: Stellar Restoration
    • The primary forged can be utilized to use electro debuff to a number of enemies
    • If the skil is recast inside 5 seconds, it’s going to teleport Keqing to the marked location dealing a single slash of aoe electro harm and changing her regular and charged assaults to electro dmg.
    • In any other case, performing a charged assault after the primary forged will trigger the mark to blow up and deal 2 slashes of electro dmg. Keqing’s regular and charged assaults are NOT transformed to electro.
  • Significance
    • In case your most popular playstyle entails teleporting and recasting E, then you definitely can not go bodily Keqing. The conversion of assaults to electro dmg causes you to lose any %physdmg bonuses
    • As well as, bodily Keqing’s Q primarily serves to buff crit price and act as an i-frame. The harm is considerably diminished in comparison with Electro Keqing.
    • Nevertheless, this doesn’t imply that bodily Keqing is essentially weaker than electro. It merely implies that Bodily Keqing loses Keqing’s innate mobility.
    • The primary distinction between each builds boils down as to whether or not you possibly can recast E.
    • It is very important word that each builds have their respective circumstances the place they probably outperform the opposite construct. I’ll attempt my finest to explain these circumstances later.

Now that you just perceive the essential distinction in each builds, let’s go over the core ideas.

What’s the ElectroQueen construct?

  • This construct goals to maximise electro harm from regular and charged autoattacks, E, and Q. 
  • As Keqing’s E electro conversion lasts for five seconds and the cooldown of the ability is 7.5 seconds from preliminary forged, there’s a couple of 2-3 second downtime the place your autoattacks usually are not electro-empowered. Throughout this time period, it is suggested that you just swap to a assist to setup the subsequent spherical of elemental reactions.
  • Some frequent combos embody
    • Casting E to use electro > swapping to a assist to set off a response > swapping again to Keqing to re-cast E > normal-charged assault combo till electro conversion finishes > Q burst > repeat
      • This combo casts Q after E to maximise cooldowns. Nevertheless, because of this you don’t profit from the elevated vitality recharge and crit price till the subsequent cycle. 
    • With Venti: Venti Q > Keqing E forged above the Venti Q > Recast E to blink above and deal harm to enemies in black gap > M1 to carry out a plunge assault with electro dmg > normal-charged assault combo or go straight to Q burst
    • When potential, Q every time potential to keep up the +15% crit price buff and vitality recharge.
    • We are going to extra comprehensively cowl combos later
  • Benefits
    • The ElectroQueen construct might be why you needed to play Keqing within the first place. The excessive assault velocity and excessive mobility points of her equipment are extremely pleasing, particularly when paired along with her 3 second i-frame Q on a 12 second CD. It rewards dangerous and reckless play and provides you a lot choices to outmanoeuvre enemies. By far, ElectroQueen builds are very flashy and make for excellent montage movies. 
    • Keqing can preserve 90+% uptime on electro-debuffs to monsters with little effort (besides to innate elemental models)
    • Has larger mobility to dodge boss/stage mechanics 
    • Typically runs properly with any assist (besides Chongyun trigger he converts your assaults to cryo) attributable to her excessive price of software of electro-debuff
    • Efficiency towards mobs vs single stationary goal is about the identical, extra constant throughout the board
  • Disadvantages
    • Offers 0 electro harm to innate electro enemies (Aleph the Electro Hypostasis, Yellow/Purple Electroslimes)
    • Electro-related elemental reactions don’t scale very properly into endgame (pyro soften and vaporise do). 
      • ELECTRO-RELATED ELEMENTAL REACTIONS LIKE OVERLOAD, SUPERCONDUCT, AND ELECTRO-CHARGED CANNOT CRIT
      • These reactions are solely affected by the EM and stage of the triggering character and elemental resistance.
      • As well as, overload offers 0 dmg to Pyroslimes (as a result of it’s pyro dmg) and superconductor offers 0 dmg to Cryoslimes (as a result of it’s cryo dmg)
    • There’s presently no 5* weapon that synergises properly with ElectroQueen

What’s the AutoKeq construct?

  • This construct goals to maximise bodily harm from regular and charged autoattacks (white/bodily harm) and forego any electro (purple) harm. 
  • It ought to be famous that one of many foremost causes that this construct is viable is due to the 5* Aquila Favonia offering a passive %physdmg bonus. This construct will nonetheless do vital harm with out Aquila, however it’s the weapon with essentially the most synergy for this construct.
  • Which means you might be unable to reap the benefits of E-recast changing your autoattacks into electro harm. This additionally implies that your Q will deal considerably much less harm. As a substitute, your Q’s foremost goal will merely serve to spice up your vital price by 15% (Ascension 4 expertise) and to i-frame.
  • The best electro-related response to set off is Superconduct.
    • Offers AoE Cryo DMG and reduces the goal’s PHYS Resistance by 40% for 8-9 seconds
    • When you cut back the defence under 0%, any leftover discount is halved. For instance, if the goal has 10% bodily defence initially and also you set off superconduct, the goal could have -15% bodily defence complete. 
    • You apply cryo, then swap to Keqing to set off the Superconduct, then repeatedly cycle charged assaults. 
  • It is very important word that once you carry out a charged assault, you might be actually performing 1 x regular assault (hits as soon as) adopted by 1 x charged assault (hits twice) for a complete of three hits. 
  • Sometimes, triggering different elemental reactions other than Superconduct isn’t beneficial.
  • Works finest for stationary targets/bosses 
  • Benefits
    • Playstyle is simple and straightforward to study
    • You possibly can set off huge white numbers as a result of nature of Superconduct 
    • Higher versus innate elemental slimes
    • Higher towards Electro Cicin Mage (and another mob with larger electro resist and decrease phys resist)
  • Disadvantages
    • Excessive consumption of stamina, might go away none for iframe/dodging
      • The notable exception is if you’re utilizing 4 set Bloodstained Chivalry, however we are going to talk about that later.
    • Can not use E for mobility functions (down smash, dodging, and so forth) in any other case you change your harm to electro and also you lose any phys% bonuses
    • Elemental Talent (E) and Burst (Q) do considerably much less harm as a result of they don’t scale with %physdmg
    • If the goal isn’t stationary, you’ll lose quite a lot of DPS always attempting to stroll as much as hit
    • Has little to no synergy with Keqing constellations. When you get excessive constellations on Keqing, you might be principally shoehorned into going ElectroQueen.

What about elemental mastery assist Keqing?

  • 4 set Noblesse Oblige
  • This doesn’t please the Queen.

report this advertElectroQueen Construct 

TLDR 

  • Use 4 set Thundersoother for solo centered content material
  • Use 4 set Thundering Fury for coop centered content material
  • Use 2 set Gladiator’s and a couple of set Thundering Fury for equal efficiency in each solo and coop content material (F2P/Informal beneficial)
  • Use 2 set Gladiator’s and a couple of set Thundering Fury if you’re F2P/informal seeking to climb Abyss.

When does this construct carry out properly?

  • Enemy isn’t resistant to electro dmg
  • There are numerous non-stationary enemies such {that a} single charged assault can not hit all the pieces.
  • There are numerous assaults/mechanics from enemies such that you have to stay cellular to deal harm successfully
  • When electro elemental resistance stat is low on the enemy, or the enemy can have their resistance diminished (eg Venerer set)

Artifact Set Choice

Let’s preface this part by acknowledging the truth that much like how each the AutoKeq and ElectroQueen carry out properly in several circumstances, totally different artifact units will even be thought of BiS (finest in slot) relying on the circumstances. We’ve got carried out in depth theorycrafting and empirical evaluation for the mentioned builds.

The next dialogue shall be a semi-deep dive into every viable set adopted by my advice for units with accompanying justifications. Do not forget that we’re all the time open to suggestions and additional theorycrafting.

The next are in alphabetical order:

4 set Berserker’s

  • Set results: 
    • +12% crit price
    • When HP <70%, +24% crit price (36% complete most)
  • Benefits
    • Gaining 36% crit from set results can let you dedicate extra of your gear major and/or substats to critdmg%
  • Disadvantages
    • Berserker’s set doesn’t drop as a 5* piece. Which means the utmost potential stats are all the time at 25% lower than any 5* equal.
    • Sustaining <70percentHP playstyle could be difficult
  • Issues
    • Typically not beneficial late recreation primarily attributable to reality it doesn’t exist as a 5* set. 
    • Each the two and 4 set items could be thought of as a transitory set within the early endgame when you may have simply reached AR-40 and would not have the prerequisite items to finish a beneficial set.

4 set Bloodstained Chivalry

  • Set results: 
    • Bodily DMG +25%
    • After defeating an opponent, will increase Charged Assault DMG by 50%, and reduces its Stamina value to 0 for 10s.
  • Benefits
    • Keqing’s optimum assault combo entails spamming charged assaults. The stamina discount could also be useful when there are a number of weaker enemies.
  • Disadvantages
    • ElectroQueen doesn’t profit from %physdmg
    • The 4 set impact solely impacts charged harm, however a big portion of ElectroQueen DPS comes from utilization of E and Q
    • Not helpful for boss fights as a result of the 4 set impact can’t be activated
  • Issues
    • Typically not beneficial for ElectroQueen as a result of the set results don’t synergise properly with the optimum playstyle

4 set Gladiator’s Finale

  • Set results:
    • ATK +18%
    • If the wielder of this artifact set makes use of a Sword, Claymore or Polearm, will increase their Regular Assault DMG by 35%.
  • Benefits
    • Keqing is a Sword consumer and he or she applies regular assaults at an extremely quick price. 
    • You get free items all through regular recreation development
  • Disadvantages
    • %atk is mostly much less beneficial within the endgame as a result of there are such a lot of sources. Different stats akin to %dmg, crit%, and critdmg% will usually have an even bigger impression on DPS
    • Laborious to farm as it is just obtainable from weekly bosses and map bosses (at low price and excessive value of resin)
  • Issues
    • For a extra in depth clarification of the place I’m pulling the next numbers from, please learn the stat optimisation section. Revisiting the sooner matter on %atk being much less beneficial, let’s do a little bit of math. This is applicable much more for Electro Keqing because the most %electrodmg bonus that may be obtained and not using a Lion’s roar and set results is 46.6%. In endgame, the perfect ratio of stats is 1:1:1 for %totalatk : %dmg :  %totalcritdmg. You possibly can simply attain over 70% atk from simply 1 major stat %atk and about 4-5 substats price of %atk. Due to this fact, for those who can choose for both %atk or %electrodmg in a set impact, %electrodmg usually provides a bigger enhance to DPS. 
    • Along with this, ElectroQueen playstyle positively does contain weaving as many charged assaults as potential. Not having the 35% bonus apply to charged assaults implies that the 4 set impact turns into largely ineffective. 
    • Typically, this set isn’t optimum for electro due to the decreased worth of %atk within the lategame in addition to it’s dmg bonus being restricted to regular assaults.

2 set Gladiator’s/Sojourner/Bravery + 2 set Thundering Fury

  • Set results: 
  • Benefits
    • ElectroQueen desires to stack as a lot %electrodmg as potential as a result of nearly all of your DPS is electro harm (transformed autoattacks, Q, and E)
    • Probably simpler to farm than 4 set gladiator’s 
  • Disadvantages
    • Confer with the 4 set gladiator’s clarification for why %atk isn’t an optimum set impact in endgame
    • %electrodmg bonuses are rendered ineffective by innate electro mobs like electroslime and Electro Hypostasis
    • Sojourner’s and Bravery don’t exist as 5* units. Confer with the Berserker clarification.
  • Issues
    • Once more, the 18% atk makes this set a much less beneficial contender for true endgame min/maxing. 
    • This set can be fairly arduous to farm.
      • Gladiator’s not accessible in domains
      • TF set decrease drop price than TS set at AR40 (charges for AR45+ unknown at the moment)
    • I think about this mix to be a transitory set that can carry you thru early endgame (AR40-45) as you farm the items for different units
    • Whereas this set doesn’t let you min/max as arduous, it’s a good generalist set throughout most content material.

4 set Martial Artist

  • Set results:
    • Will increase Regular Assault and Charged Assault DMG by 15%.
    • After utilizing Elemental Talent, will increase Regular Assault and Charged Assault DMG by 25% for 8s.
  • Benefits
    • Keqing can theoretically preserve 100% uptime on the 4 set impact
  • Disadvantages
    • This set doesn’t drop at 5*
    • This set isn’t simply obtainable in early-midgame and is a waste of resin to acquire within the endgame
    • No impact on Keqing E and Q which comprise a big portion of ElectroQueen DPS
  • Issues
    • When you had been extremely fortunate in early-midgame with random martial artist items, you should use this as a transitory set earlier than switching into beneficial endgame units
    • Don’t attempt to use this set for true endgame as 5* items have 25% extra major star 4* equivalents
    • This set is barely listed as a result of there’s a tiny likelihood that somebody might need it from early-midgame. When you don’t have already got this set, ignore it fully

4 set Thundering Fury

  • Set Results:
    • Electro DMG Bonus +15%
    • Will increase harm attributable to Overloaded, Electro-Charged, and Superconduct DMG by 40%. Triggering such results decreases Elemental Talent CD by 1s. Can solely happen as soon as each 0.8s.
  • Benefits
    • If Keqing can set off reactions, she is going to be capable of achieve elevated use of her E for a big enhance in electro dps. 
    • %electrodmg could be very beneficial for the ElectroQueen construct since we solely usually have 1 supply of it by way of the goblet (and 20% potential from Lion’s Roar)
  • Disadvantages
    • The electro bonus is misplaced vs innate electro enemies like electroslimes.
    • Keqing’s E ability is about equal to a charged assault. 
    • The largest subject relating to 4TF is Keqing’s capability to reliably set off reactions. As Keqing has a excessive price of inflicting electro on the enemies, we discover that helps are those triggering reactions. If Keqing doesn’t set off the response, the reactions don’t achieve the 40% dmg bonus. Evidence.
      • It is very important word that this subject is comparatively mitigated in a coop expertise the place others are always including in components as properly, however in a solo PvE situation, Keqing is unlikely to set off reactions ceaselessly.
    • Comparatively arduous to farm because it’s the rarest set in Midsummer Courtyard
  • Issues
    • A standard rotation within the electro playstyle revolves round utilizing E downtime to change to helps to setup the subsequent spherical of elemental reactions. Although E turns into accessible faster, that point window is generally reserved for assist swapping, so this will not be optimum. 
    • If Keqing can not set off elemental reactions, then she can not profit from the cooldown discount impact both. A double whammy of types.
    • With what’s been acknowledged above, a good portion of the 4 set impact turns into ineffective. This calls into query the advantage of going 4 set TF within the first place.
    • To ensure that a 4TF to carry out properly, Keqing should be capable of reliably set off elemental reactions. If this situation is not fulfilled, then there’s no level in working 4TF.

4 set Thundersoother

  • Set results:
    • Electro RES elevated by 40%
    • Will increase DMG towards enemies affected by Electro by 35%.
  • Benefits
    • Within the ElectroQueen construct, we’ve got restricted sources of %electrodmg. 4TS affords a whopping 35% enhance in ALL harm dealt to enemies affected by electro. This stat is taken into account an additive enhance within the basic %dmg class. 
    • Versatile: This set can flex in between ElectroQueen and AutoKeq by merely substituting the goblet for the suitable dmg% bonus within the major line. Do not forget that the 4 set impact will increase ALL harm as an alternative of simply electro harm.
    • Comparatively simple to acquire in comparison with Thundering Fury. At AR40, the drop price of TS > TF. You might be more likely to acquire TS items with optimum stats earlier than TF equal
  • Disadvantages
    • You lose the 35% bonus towards innate elemental enemies that can not be debuffed by electro (Anemo Hypostasis, Cryo/Pyro slimes, and so forth)
    • The two set impact doesn’t enable you deal any extra harm which is vital in a DPS function
    • Within the ElectroQueen playstyle, you’ll set off many reactions with helps. After an overload triggered by pyro, there’s a ~0.5s time window the place electro can’t be reapplied. You could lose potential DPS on this window. As well as, the primary hit/ability that reapplies electro is not going to have the 35% bonus.
  • Issues
    • The 4TS impact impacts ALL harm together with Q, E, and autoattacks. 
    • In case you are unable to keep up 100% uptime on electro, you’ll inevitably lose DPS as a result of you can be making use of hits that would not have the 35% bonus harm
    • With a pyro assist, you can’t preserve 100% uptime on the electro debuff.
    • With a hydro assist, you possibly can preserve 100% uptime on the electro debuff.
    • This set is less complicated to farm than 4TF.
    • In coop, it might be tougher to make sure that the enemy is all the time electro-debuffed.

So which set ought to I exploit?

Let me first state that testing remains to be ongoing, however we’ve got sufficient theoretical and empirical information to make sure claims about every set in several eventualities.

In solo, ranked from most beneficial to least

  • 4 set Thundersoother
  • 2 set Gladiator’s / 2 set Thundering Fury
  • 4 set Thundering Fury
  • Rationalization
    • 4TS is most beneficial attributable to its versatility and enormous supply of %dmg to all assaults/expertise. In solo play, it’s fairly simple to keep up 100% electro debuff uptime by making use of swirls and assist swaps. The one circumstance when 4TS suffers is when electro can’t be reliably utilized to the enemy. As well as, Keqing usually suffers towards electro-innate enemies. 4TS permits for ElectroQueen to nonetheless deal a better diploma of bodily harm than in comparison with a 2 Glad / 2 TF setup. When you already know you can be preventing innate electro-mobs, it is suggested to pre-emptively swap your %electrodmg goblet for %physdmg. Then, you’ll swap to the AutoKeq playstyle.
    • 2 set Gladiator’s / 2 set Thundering Fury suffers due to the decreased impression of %atk on endgame DPS. As well as, 2TF %electro bonus makes ElectroQueen “all-in” on the electro component so to talk. When you encounter any electro innate mobs, you’ll carry out poorly. On this sense, 4TS has better versatility than the 2G/2TF set. The one benefit that the 2G/2TF set has over 4TS is that when going through pyro and cryo innate enemies, the 2TF 15% electro dmg is efficient whereas 4TS 35percentdmg is misplaced. Nevertheless, 4TS could make up for this distinction by switching to a %physdmg goblet. Recall that the utmost quantity of %physdmg potential on a goblet is 58.3% whereas the utmost quantity of %electrodmg potential on a goblet is 46.6%. The 11.7% distinction in %dmg makes the 15% electrodmg benefit that 2TF has over 4TS insignificant. This minor distinction in harm is outweighed by the truth that 4TS is way more versatile in switching between ElectroQueen or AutoKeq. Thus, 4TS is beneficial over 2G/2TF in solo play.
    • 4TF isn’t beneficial in solo play for two foremost causes. First, as your foremost DPS, Keqing doesn’t set off reactions fairly often in solo play, inflicting the complete 4 set impact to develop into inconsistent. Second, the 15% electrodmg bonus is outweighed by the flexibility and talent of 4TS to change goblets. 4TF isn’t beneficial over 2G/2TF as a result of 18percentatk is arguably extra useful than the unreliable 4TF set impact in solo play.
  • Particular word for Xingqiu Assist
    • Xingqiu assist is the one situation during which I can MAYBE suggest 4TF on Keqing in a solo situation
    • The reason being due to XQ Q (burst) which causes swords to spawn and assault the closest (or attacked enemy) a brief delay after your lively character’s assault. The cooldown on the sword assault is ~1 second and 2-3 swords will assault every time. 
      • At C6 XQ, each third sword assault could have 4-5 swords as an alternative of 2-3.
    • Every sword counts as a novel and separate supply of harm, due to this fact, XQ Q can be utilized to repeatedly apply hydro debuff on the enemy after Keqing assault. 
    • For instance, activate Xingqiue Q > swap to Keqing > convert to electro with Keqing > assault enemy and apply electro debuff > 1st water sword set off electrocharged > 2nd/third water swords reapply hydro debuff > subsequent Keqing assault/ability set off electrocharged
    • This setup permits Keqing to considerably reliably set off electrocharged and thus profit from the 4TF set impact. 
    • Issues
      • Do word that this solely works with XQ Q and never along with his E which is able to tick periodically to use hydro and normally be the response set off. Even for those who theoretically recharged XQ Q earlier than the cooldown was up (arduous for those who don’t have him out), you’d have at the least 5 seconds of downtime on the sword assaults.
      • Think about that relying in your Keqing playstyle, you STILL may reapply electro earlier than the water swords can apply hydro.

In coop, ranked from most beneficial to least

  • 4 set Thundering Fury
  • 2 set Gladiator’s / 2 set Thundering Fury
  • 4 set Thundersoother
  • Rationalization
    • 4TF turns into the highest advice as a result of with a number of lively celebration members, Keqing has a better likelihood of triggering electro reactions and benefiting from the 4TF impact. Everytime Keqing assaults with electro or lands an electro ability, there’s a excessive likelihood that there’s a pre-existing component utilized from one other participant. She will be able to profit loads from each the elevated response harm and E cooldown discount.
    • 2G/2TF isn’t beneficial due to the sooner statements relating to %atk.
    • 4TS suffers in coop as a result of the enemies can’t be reliably debuffed with electro. The 4TS turns into inconsistent in the identical method that 4TF is inconsistent in solo play. You possibly can’t obtain the circumstances required to have constant profit from the 4 set impact. 
    • Notice: As a result of TF turns into the highest beneficial set, it might be cheap to spend money on Elemental Mastery in some type. We would not have enough testing and information to make a particular assertion at the moment.

Particular Notice

  • For F2P and informal gamers, our prime advice is the 2G/2TF due to how constantly it performs throughout solo, coop, and abyss content material.
  • If extra complete and aggressive coop content material is launched, then 2G/2TF set will most likely develop into the perfect F2P/informal set by far as a result of it performs equally properly in each solo and coop play. That is in fact assuming that you just want to take Keqing into each eventualities. 

Teambuilding

  • Archaic Petra
  • Crimson Witch
    • Pyro with persistent ability
  • Noblesse Oblige
  • Maiden Beloved (coop/solo)

AutoKeq Construct 

TLDR 

  • Use 4 set Thundersoother for solo centered content material 
  • Use 4 set Bloodstained Chivalry for basic solo and Abyss content material the place there are a number of mobs that may be killed by charged assaults inside 10 seconds.
  • Use 4 set Bloodstained Chivalry for basic coop content material that has mobs that may be killed by charged assaults inside 10 seconds. 
  • Use 2 set Bloodstained Chivalry and a couple of set Gladiator’s for any situation not coated above or if you’d like a jack of all trades set

When does this construct carry out properly?

  • A stationary, motionless goal
  • Intervals of time the place you possibly can give attention to bursting and never should dodge assaults or mechanics. 
  • Enemies usually are not unfold out 
  • Dungeon mechanics don’t devour stamina

Artifact Set Choice 

4 set Berserker’s

  • Set results: 
    • +12% crit price
    • When HP <70%, +24% crit price (36% complete most)
  • Benefits
    • Gaining 36% crit from set results can let you dedicate extra of your gear major and/or substats to critdmg%
  • Disadvantages
    • Berserker’s set doesn’t drop as a 5* piece. Which means the utmost potential stats are all the time at the least 25% lower than any 5* equal.
    • Sustaining  <70% playstyle could be difficult
  • Issues
    • Typically not beneficial late recreation primarily attributable to reality it doesn’t exist as a 5* set. 
    • Each the two and 4 set items could be thought of as a transitory set within the early endgame when you may have simply reached AR-40 and would not have the prerequisite items to finish a beneficial set.

4 set Bloodstained Chivalry

  • Set results: 
    • Bodily DMG +25%
    • After defeating an opponent, will increase Charged Assault DMG by 50%, and reduces its Stamina value to 0 for 10s.
  • Benefits
    • Keqing’s optimum assault combo entails spamming charged assaults. The stamina discount could also be useful when there are a number of weaker enemies that die inside 10 seconds so you possibly can spam empowered charged assault without cost.
    • AutoKeq advantages from the numerous +25percentphysdmg
  • Disadvantages
    • 4 set impact not helpful towards bosses or enemies that take greater than 10 seconds to kill
    • When attempting to kill the primary enemy, your charged assaults is not going to be empowered
    • Requires cautious enemy choice to optimise and lengthen the period of the 4 set impact
  • Issues
    • Is usually a viable set for Abyss and domains the place small mobs repeatedly spawn along with massive mobs.
    • When battling a mixture of weaker/smaller mobs and stronger/bigger mobs, try to be weaving some assaults onto the stronger mobs. It’s best to solely purpose to kill smaller mobs when the ten second timer in your 4 set impact is about to expire. When you kill all of the small mobs first, you can be unable to keep up the impact when coping with the stronger mobs.
    • Making efficient use of the 4 set impact could be reasonably tough and ability dependent.

4 set Gladiator’s Finale

  • Set results:
    • ATK +18%
    • If the wielder of this artifact set makes use of a Sword, Claymore or Polearm, will increase their Regular Assault DMG by 35%.
  • Benefits
    • Keqing is a Sword consumer and he or she applies regular assaults at an extremely quick price. 
    • You get free items all through regular recreation development
  • Disadvantages
    • AutoKeq emphasises repeated charged assaults. Solely the preliminary regular assault in every cycle of charged assaults will profit from the 35% dmg. A good portion of your assaults is not going to obtain the 35% bonus.
    • Laborious to farm as it is just obtainable from weekly bosses and map bosses (at low price and excessive value of resin)
  • Issues
    • Confer with ElectroQueen part on %atk being much less beneficial in endgame
    • Typically, this set isn’t optimum for AutoKeq due to the decreased worth of %atk within the lategame in addition to it’s dmg bonus being restricted to regular assaults.

2 set Gladiator’s Finale + 2 set Bloodstained Chivalry

  • Set results:
    • ATK +18%
    • Bodily DMG +25%
  • Benefits
    • %physdmg bonus scales properly and straight buffs autoattacks that are the principle type of harm for AutoKeq
  • Disadvantages
    • Learn earlier sections on %atk scaling in endgame
  • Issues
    • It is a dependable set that offers you all the pieces you need in a bodily construct with none further circumstances to meet

4 set Martial Artist

  • Set results:
    • Will increase Regular Assault and Charged Assault DMG by 15%.
    • After utilizing Elemental Talent, will increase Regular Assault and Charged Assault DMG by 25% for 8s.
  • Benefits
    • Keqing can theoretically preserve 100% uptime on the 4 set impact as a result of her E cd is 7.5s (beginning when it’s first forged)
    • AutoKeq is concentrated on regular and charged assaults and this set empowers each
  • Disadvantages
    • This set doesn’t drop at 5*
    • This set isn’t simply obtainable in early-midgame and is a waste of resin to acquire within the endgame
  • Issues
    • When you had been extremely fortunate in early-midgame with random martial artist items, you should use this as a transitory set earlier than switching into beneficial endgame units
    • Don’t attempt to use this set for true endgame as 5* items have 25% extra major star 4* equivalents
    • This set is barely listed as a result of there’s a tiny likelihood that somebody might need it from early-midgame. When you don’t have already got this set, ignore it fully

4 set Thundersoother

  • Set results:
    • Electro RES elevated by 40%
    • Will increase DMG towards enemies affected by Electro by 35%.
  • Benefits
    • 4TS impact provides +35% bonus harm to electro-debuffed enemies and this consists of bodily harm
    • Versatile: This set can flex in between ElectroQueen and AutoKeq by merely substituting the goblet for the suitable dmg% bonus within the major line. Do not forget that the 4 set impact will increase ALL harm as an alternative of simply electro harm.
    • Comparatively simple to acquire in comparison with Thundering Fury. At AR40, the drop price of TS > TF. You might be more likely to acquire TS items with optimum stats earlier than TF equal
    • Whereas ElectroQueen suffers towards electroslimes and might solely alleviate the difficulty by switching their goblet to %physdmg, AutoKeq is all the time dealing most harm to any innate electro enemy. 
  • Disadvantages
    • You lose the 35% bonus towards innate elemental enemies that can not be debuffed by electro (Anemo Hypostasis, Cryo/Pyro slimes, and so forth)
    • The two set impact doesn’t enable you deal any extra harm which is vital in a DPS function
  • Issues
    • Sustaining electro-debuff uptime throughout a burst isn’t arduous as a result of electro utilized from Keqing has a comparatively excessive elemental standing gauge and thus electro will persist near the period of superconduct. 
    • When you by chance recast E and convert your autoattacks into electro, you continue to achieve the elevated harm from 4 set impact, though you’ll lose your %physdmg bonuses
    • This set is less complicated to farm than 4TF.
    • Though AutoKeq focuses on autoattacks, you’ll nonetheless make use of Q and E to i-frame and set off superconduct. The 4 set impact applies to each Q and E.
    • In coop, it might be tougher to make sure that the enemy is all the time electro-debuffed.

So which set ought to I exploit???

Much like ElectroQueen, we’ve got theoretical and empirical information to make sure claims about every set in several eventualities

In solo bosses with out smaller mob spawns, ranked from most beneficial to least

  • 4 set Thundersoother
  • 2 set Gladiator’s + 2 set Bloodstained Chivalry
  • 4 set Gladiator’s
  • 4 set Bloodstained Chivalry
  • Rationalization
    • 4TS is the superior possibility so long as the electro debuff could be reliably utilized to a boss. As well as, 4TS boosts all outgoing harm together with E and Q which is ceaselessly used for triggering superconduct and growing crit price respectively.
    • 2G + 2BSC is a dependable set for AutoKeq as a result of there aren’t any circumstances for the bonuses not like 4TS, 4BSC, and 4G. You’ll all the time have the 18% atk and 25% bonus bodily dmg except you by chance recast E and convert to electro dmg
    • 4G is ranked as such as a result of ⅔ of Keqing’s optimum assault combo isn’t affected by the 35% bonus. 
    • 4BSC isn’t beneficial on this situation since you can not set off the 4BSC impact.

In solo content material with mobs which you could kill inside 10 seconds, ranked from most beneficial to least

  • 4 set Bloodstained Chivalry
  • 2 set Gladiator’s + 2 set Bloodstained Chivalry
  • 4 set Thundersoother
  • 4 set Gladiator’s
  • Rationalization
    • 4BSC impact is unrivalled if there are mobs accessible so that you can repeatedly set off the charged assault bonus and stamina consumption negation. You all the time have the +25% physdmg bonus and might preserve a 35% charged dmg bonus
    • 2G + 2BSC is a dependable set for AutoKeq as a result of there aren’t any circumstances for the bonuses not like 4TS, 4BSC, and 4G. You’ll all the time have the 18% atk and 25% bonus bodily dmg except you by chance recast E and convert to electro dmg
    • 4TS ranks under 2G + 2BSC as a result of it’s tougher to maintain electro debuff standing utilized on many enemies without delay. As well as, you might end up working low on stamina from spamming charged assaults after which dashing to catch as much as enemies that had been knocked again. Nevertheless, Q and E are nonetheless affected by 4TS and can be utilized to deal respectable AoE electro harm whereas reapplying electro to all mobs round you.
    • 4G ranks under 4TS as a result of its bonus solely applies to regular assaults and never charged assaults.

In coop bosses with out smaller mob spawns, ranked from most beneficial to least,

  • 2 set Gladiator’s + 2 set Bloodstained Chivalry
  • 4 set Gladiator’s
  • 4 set Bloodstained Chivalry
  • 4 set Thundersoother
  • Rationalization
    • 2G + 2BSC is a dependable set for AutoKeq as a result of there aren’t any circumstances for the bonuses not like 4TS, 4BSC, and 4G. You’ll all the time have the 18% atk and 25% bonus bodily dmg except you by chance recast E and convert to electro dmg
    • 4G ranks under 2G + 2BSC as a result of its bonus solely applies to regular assaults and never charged assaults.
    • 4BSC is ranked under 4G as a result of you possibly can’t set off the 4 set impact.
    • 4TS is ranked final since you can not reliably apply the electro debuff with 3 different gamers triggering reactions. The exception is when you’ve got a 4 electro or electro/anemo group. 4BSC is ranked larger as a result of though you can’t set off the 4 set impact, the two set impact provides a everlasting 25% bonus bodily dmg

In coop bosses with smaller mob spawns, ranked from most beneficial to least,

  • 4 set Bloodstained Chivalry
  • 2 set Gladiator’s + 2 set Bloodstained Chivalry
  • 4 set Gladiator’s
  • 4 set Thundersoother
  • Rationalization
    • 4BSC impact is unrivalled if there are mobs accessible so that you can repeatedly set off the charged assault bonus and stamina consumption negation. You all the time have the +25% physdmg bonus and might preserve a 35% charged dmg bonus
    • 2G + 2BSC is a dependable set for AutoKeq as a result of there aren’t any circumstances for the bonuses not like 4TS, 4BSC, and 4G. You’ll all the time have the 18% atk and 25% bonus bodily dmg except you by chance recast E and convert to electro dmg
    • 4G ranks under 2G + 2BSC as a result of its bonus solely applies to regular assaults and never charged assaults.
    • 4TS is ranked final since you can not reliably apply the electro debuff with 3 different gamers triggering reactions. The exception is when you’ve got a 4 electro or electro/anemo group. 2G + 2BSC is ranked larger since you get an unconditional 25% bonus bodily dmg and 18% atk. 

Artifact/Common Stat Optimisation 

Let’s preface this by first stating that each character will prioritise stat otherwise and even people constructing the identical character will prioritise otherwise attributable to weapons, artifact set results, and artifact stats/substats. What I’ll try and do is offer you some basic guiding rules so you possibly can open up your stats web page and appropriately establish which stat ought to be invested in. 

I’ll NOT go into element about optimising substats as a result of this requires introducing the idea of a gear rating which is above the extent of this information.

Definitions

You should first perceive fundamental definitions earlier than we discuss optimisation. You could discover that different guides outline a few of these phrases otherwise. I cannot go tremendous in depth. If you don’t perceive an idea, please go to Robin’s information for clarification. 

  • Base assault
    • The white quantity proven in your stat display screen once you go to Attributes > Particulars
    • Weapon base assault + Character base assault
  • Bonus assault
    • The inexperienced quantity proven in your stat display screen
    • Consists of all of the assault you achieve from %atk multipliers, feather flat assault, and artifact flat assault substat
  • %ATK
    • Multiplies your BASE assault (white quantity) to contribute to your BONUS assault (inexperienced quantity)
    • This consists of sources from weapon passives like Lion’s Roar and Aquila Favonia.
    • This doesn’t embody flat assault sources akin to your feather and artifact substats
    • Acquire by including up all values of %ATK out of your weapon, artifacts’ stat/substats, set results, and pyro resonance if relevant
  • %TotalATK
    • Since %ATK doesn’t take into consideration the feather and artifact substats, we create a brand new worth that takes all the pieces under consideration.
    • A measure of how a lot your BASE assault has elevated from all sources of assault in artifact stats/substats, artifact set results, and weapons.
    • Acquire by dividing the inexperienced BONUS assault quantity by the white BASE assault quantity
      • %TotalATK =(Bonus Assault)(Base Assault)
  • %DMG
    • If an impact has wording alongside the traces of will increase harm then it belongs on this multiplier class
    • Examples embody 4 Thundersoother set, Lion’s Roar, Aquila passive, elemental % harm in goblets, and so forth.
    • All sources of %DMG are additive which means that in calculations, you’ll ADD them collectively
    • For instance, for those who had R1 Lion’s Roar and 4 Thundersoother set, you’ll obtain a conditional 55percentDMG bonus to electro debuffed models (20 from Roar added to 35 from 4TS)
  • %CR (Crit Price)
    • An opportunity to deal bonus dmg based mostly in your %CD (crit harm)
    • There’s no smooth cap for CR. You possibly can attain 100%. Confer with the here for proof.
  • %CD (Crit DMG)
    • Determines the quantity of bonus dmg you deal once you crit
  • %TotalCD
    • When you find yourself calculating harm on the subject of CR and CD, it’s a must to think about 2 components
      • Bonus harm from once you efficiently crit
      • Regular harm from when you don’t crit
    • To calculate the typical harm dealt, merely a number of CR by CD
    • %TotalCD is a extra dependable measurement of how a lot you’ll enhance your DPS in comparison with viewing %CR or %CD individually

The Fundamentals of Stat Optimisation or “MinMaxing”

All proper, you might need truly learn that wall of textual content. What is critical about these phrases? Once we are optimising or “minmaxing”, what we’re actually attempting to do is reply this query.

  • Which stat will enhance my DPS by the best diploma when upgraded? 

If we ignore elemental mastery/reactions, these are the 3 stats which can be straight used when calculating complete harm carried out.

How did we arrive at this conclusion? Let’s take a look at the method for harm calculation:

  • Injury = (base assault * %ATK buffs + artifact flat ATK together with feather) * ability harm multiplier * crit harm multiplier * (exterior bonus harm sources + %elemental/bodily harm)
  • %TotalATK is the purple part
  • %DMG is the blue part
  • %TotalCD is the pink part
  • The one different part is ability harm multiplier which isn’t modifiable with artifacts/weapons/set results for the time being.
  • As you possibly can see, once we take a look at the large image, there are 3 stats that we must always give attention to when figuring out which stat ought to be invested in.
  • All 3 multipliers are equal***.
    • For instance, when you’ve got 0 in every stat, including 10% into %TotalATK provides you with the identical DPS enhance as including 10% into %DMG.
    • ***Nevertheless, when you may have unequal quantities of every stat, including 10% into one stat might offer you a unique DPS enhance than if 10% was added into one other stat. We are going to elaborate on this additional. 

A Particular Notice on %DMG

  • %DMG consists of something beneath (exterior bonus harm sources + %elemental/bodily harm)
  • Any multiplier on this class will stack ADDITIVELY
  • Examples embody, however usually are not restricted to,
    • Lion’s Roar impact
    • Black Sword impact
    • Martial Artist set results
    • Gladiator’s set results
    • Meals buffs
    • Thundersoothing set results
    • Pyro resonance
    • Elemental lotions
  • For instance,
    • If I’m utilizing a Lion’s Roar (+20% to enemies affected by pyro/electro with 2 set Martial Artist (+15% to regular and charged assaults), then my %DMG stat is elevated by 35% (for regular/charged assaults).

The Idea of Diminishing Returns

Let me offer you an adjusted dictionary definition, then present you the way it pertains to stat optimisation, and conclude by supplying you with an instance.

  • Definition within the context of harm calculation
    • If one stat within the harm method is elevated whereas all different stats are held mounted, a degree will ultimately be reached at which additions of that stat will yield progressively smaller, or diminishing, will increase in DPS.
  • Easy English
    • When you hold growing solely one among %TotalATK, %DMG or %TotalCD, you’ll attain a degree the place it ends in comparatively smaller will increase to DPS.
  • Instance utilizing a standard autoattack
    • You might have 0% of each stat and have 100 base assault.
      • Unique harm = 100 harm
    • You add 10percentTotalATK
      • New Injury = (Base assault)(1+%TotalATK)(1+%DMG)(1+%TotalCD)
      • = (100)(1+0.10)(1 + 0)(1+0)
      • = (100)(1.10)(1)(1)
      • = 110 harm
    • So what’s your diploma of DPS enhance?
      • DPS enhance =New Injury – Unique DamageOriginal Injury* 100%
      • =110 – 100100 *100%
      • =10% enhance in DPS
    • Now let’s faux that you have already got 100percentTotalATK and select so as to add one other 10% into %TotalATK. What’s your DPS enhance? We calculate the harm carried out with 110percentTotalATK and at 100percentTotalATK and see the distinction.
      • At 100percentTotalATK,
        • Injury = (Base assault)(1+%TotalATK)
        • = 100*2.00
        • = 200 harm
      • At 110percentTotalATK,
        • Injury = (Base assault)(1+%TotalATK)
        • = 100*2.10
        • = 210 harm
      • How a lot did DPS enhance by?
        • DPS enhance =New Injury – Unique DamageOriginal Injury* 100%
        • =210 – 200200 *100%
        • =5% enhance in DPS
    • So at 0percentTotalATK, including 10% provides a ten% enhance in DPS, however at 100percentTotalATK, we solely get a 5% enhance. 
    • However what if we took that 10% and invested it into %DMG as an alternative?
      • At 100percentTotalATK and 10percentDMG
        • Injury = (Base assault)(1+%TotalATK)(1+%DMG)
        • =100*2.00*1.1
        • =220 harm
        • It is a 10% enhance in DPS
      • Investing that 10% into %DMG allowed us to get a ten% enhance as an alternative of 5% if we put it into %TotalATK
    • Due to this fact, as you retain solely growing %TotalATK, you’ll have diminishing returns on enhance to DPS.
  • So what does that every one imply???
    • It implies that you have to spend money on every stat equally and periodically re-examine the present state of your stats.

Let’s return to the unique optimisation query:

  • Which stat will enhance my DPS by the best diploma when upgraded? 

To reply this query, you have to calculate and examine the ratio of %TotalATK : %DMG : %TotalCD 

  • The best ratio is %TotalATK : %DMG : %TotalCD = 1:1:1
  • Common Rule
    • If one among your stats is decrease than the opposite 2, spend money on that stat if potential.

However how do I spend money on %TotalCD when it’s made up of %CD and %CR?

  • I cannot clarify the mathematics, however the very best ratio is
  • Due to this fact, if you wish to enhance %TotalCD, enhance whichever stat such that the top end result will get you nearer to 1:2.
    • Nevertheless, when you attain 100% crit price, this 1:2 ratio now not applies as a result of extra crit price does nothing. Make investments into crit harm.
    • Keqing is particular as a result of her Q provides +15percentCR. We are going to talk about the ramifications of this later.

Particular Issues

  • Elemental/bodily resistance
    • Not all enemies take the identical quantity of harm from sure expertise.
    • For instance, the Electro Cicin Mage has 50% Electro resistance however solely 10% resistance towards different components.
    • Which means when you’ve got %electrodmg, a portion of your %DMG stat turns into much less efficient and the 1:1:1 ratio falls aside. 
  • Shortage of stats
    • Not all stats could be rolled on every artifact. Confer with this link.
    • For instance,
      • Solely the circlet can roll %CD or %CR major line
      • Solely the goblet can roll %electro/physdmg major line
      • However %ATK major stat could be rolled on circlet, goblet, and hourglass
    • Which means you have to think about which stats to prioritise on sure artifacts. When you spend money on a %ATK circlet, you might be successfully locking your self out of a big supply of %CD or %CR
    • %ATK is mostly not arduous to acquire which is why we begin to make investments into different stats in endgame.
  • Keqing %CR and Q
    • Ranging from Ascension 4, Keqing unlocks a expertise the place casting Q will enhance your %CR by 15% for 8 seconds.
    • That is vital as a result of Keqing doesn’t truly must spend money on %CR all the best way to 100%.
    • With out meals buffs, Keqing can cease investing in %CR at 85% and nonetheless have 100percentCR more often than not.
    • You possibly can achieve a most of 20percentCR from meals. Which means Keqing may theoretically cease at 65percentCR
    • That is insanely beneficial as a result of it opens up funding in %TotalATK, %DMG, and %CD. Your Q primarily acts as free stat permitting you to additional optimise the remainder of your stats.
  • Keqing’s innate %CD development (WIP)
    • Each character has a novel stat that’s robotically upgraded at sure ascensions. Keqing beneficial properties %CD (listing numbers right here later)
    • That is vital as a result of it implies that Keqing is ready to make investments much less stat into %CD in late endgame at 90/90. 
  • Elemental Mastery
    • Elemental mastery is presently an unreliable stat for Keqing within the recreation as a result of presence of Electro-Charged bugs in harm calculation. Present theorycrafting reveals that in solo play, EM could also be higher suited on helps who’re truly triggering elemental reactions (and thus dmg calculations use assist EM). 
    • Keqing doesn’t typically set off elemental reactions in solo play attributable to her excessive price of software of electro debuff onto enemies. 

How do I calculate and optimise my stats?

Within the above sections, I’ve proven you all the pieces that impacts your complete harm calculation in a vacuum with out contemplating anything. We presently haven’t any devoted testing dummy both to incorporate extra variables in a managed method. 

Comply with these steps to calculate your personal ratio for %TotalATK : %DMG : %TotalCD

You could select to take screenshots of your gear for simpler reference.

  1. Be certain that you haven’t any meals buffs or Elemental resonance results lively or that you just bear in mind to take them under consideration within the calculation.
  2. For %TotalATK
    1. Divide your BONUS (inexperienced quantity) assault by your BASE (white quantity) assault
    2. %TotalATK=Bonus (inexperienced)Base (white)
    3. As a particular word, %ATK passives from weapons akin to Lion’s Roar or Aquila are already calculated into the BONUS assault so you don’t add these
  3. For %DMG
    1. Add up all sources of exterior bonus harm, %elemental/electrodmg OR %physicaldmg from all of your gear and set results.
    2. DO NOT ADD BOTH YOUR %ELE and %PHYS collectively 
      1. ELE and PHYS dmg are separate as a result of there aren’t any expertise for Keqing that be certain of each on the similar time. In case you are dealing electro dmg, you don’t get phys dmg bonuses and vice versa. (Nevertheless, somebody like Razor does profit)
    3. Bonuses like 2 set martial artist (elevated dmg for regular and charged assaults) are additionally added, however will solely have an effect on these forms of assaults
    4. Confer with the Particular Notice on %DMG part above for extra examples
  4. For %TotalCD
    1. Multiply %CR by %CD and divide by 100
    2. %TotalCD=%CR*%CD100

OK I’ve my ratio now what do I do about it?

Earlier than you learn this following part, you have to perceive that each participant’s scenario is totally different. You may be an outlier during which this info doesn’t apply. Nevertheless, I’m assured that this recommendation is related to 90+% of gamers who’re attempting to construct Keqing

  • Verify which quantity is the bottom. That’s the stat from which you’ll have essentially the most relative achieve in DPS. 
  • My %ATK is simply too low!
    • Though there’s a low likelihood this occurs in endgame, it might imply that you just don’t have any artifacts or weapons or bonuses including to your %ATK.
    • It’s usually beneficial that the hourglass is used for %ATK as a result of it doesn’t have any particular stats within the major line that may’t be rolled on different items
    • If you have already got %ATK in your hourglass, you might want to seek out totally different Flowers or Feathers with extra %ATK substat.
    • Think about that Constellation 4 Keqing beneficial properties +25percentATK upon triggering a response (simple in coop, tougher in solo)
  • My %DMG is simply too low!
    • First, please test when you’ve got appropriately added up ALL sources of bonus dmg so seek advice from the part above and DOUBLE CHECK. It wouldn’t be good to make changes to your gear based mostly on an INCORRECT ratio
    • Does your 5* goblet have already got maxed %eledmg or %physdmg?
      • No: then max it out or swap to an acceptable goblet that has the fitting major stat
      • Sure: The one different sources are set results and weapon results. 
        • A Keqing utilizing R1 Lion’s Roar (20%), electro goblet (46.6%), and 4TS (35%) will max out at 121.6percentDMG. It’s not potential to get greater than this except you may have Constellation 6 
  • My %TotalCD is simply too low!
    • There are 2 potential points
      • You simply don’t have sufficient %CR or %CD normally.
      • You might be “crit break up”, which means that your ratio of %CR : %CD is way from 1:2
    • Please think about that though you will get %CD or %CR substat on different artifact items, the solely piece which you could acquire major stat %CD or %CR from is the circlet.
  • Due to this fact, MOST OF THE TIME, these are the suitable major stats for each bit
    • Hourglass: %ATK
    • Goblet: %ele/physDMG
    • Circlet: %CD or %CR
  • NOTE: This recommendation isn’t assured relying in your substat rolls.
    • For instance, my 5* feather received a very fortunate roll and I’ve ~35% crit harm from its substats. 
    • After I calculate my ratio in later phases of endgame, I truly might be able to change my circlet with a stat that isn’t %CD or %CR if I can preserve 65-85% CR and my Keqing ascensions give me sufficient innate development of %CD

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