>>790599
From the standpoint of feelscrafting, I didn't perceive any observable Daze buildup decrease due to switching from Impact% to ER% #6.
Hitting four stuns on The Priest with Yixuan/Trigger/Fufu team wasn't particularly hard, and I heard anecdotes about people struggling to hit that with this particular team.
And this fight would be biased
towards Impact% #6 if anything due to how many Defensive Assists you can get in it for free (AND the fact Purifying the wench gives you free energy).
So, at very least, even if it's worse at building up Daze on average - it isn't by a massive amount, so the difference will be unobservable in most scenarios. But I'm willing to assume, there will be some, where Impact% #6 will be better.
However, extra EX presses is a very meaningful and observable rotation change. In my experience, the player is just as often gated by the ability/inability to press a given button at a given time as they are by their raw stats.
The rough math I ran to figure out whether or not I'm completely retarded went along these lines
and clearly got me carried away
By default, you will enter the fight with 40 energy for Deadly Assault and 70 (I think) for Shiyu.
For Shiyu the #6 choice is always a matter of what rotation you can do, so it can be anything, including AM%, depending on the scenario.
Deadly is more averaged, because you can't generally optimize it as much as Shiyu and because it lasts longer, so I'm honestly only considering it here.
Aftershocks do not generate any energy whatsoever, and neither do EX, Specials, CAs, Ultimates, or DAs. So, for Trigger, you are mostly stuck with passive ER and whatever you build up via Sniping. Maybe add a Dodge Counter or two here and there, if it fits your game plan.
ER% #6 on 1.2 base ER agent is ~129 energy over the course of a 180 seconds fight, so it's comfortably two extra EX presses you can get.
With 40 base energy, 180 seconds to go, and 1.2 base regeneration, you'll be getting ~4.27 EX presses throughout the entirety of the fight.
You'll get a bit more energy from Sniping, but you'll get a bit less from the actual stage time, because you can't really utilize the final few seconds and still get an EX press in, let alone an EX press that actually does something.
So, ER% #6 puts you at 6.427 EX presses total, which is effectively 6 guaranteed EX presses with a considerably margin of error (sitting on a full bar, the boss wasting your time, etc.). That's a 50% increase in the total number of EX presses + some QoL stuff like timings becoming less strict, EX being available as a part of your rotation throughout a larger part of the fight, etc.
Impact #6 is an 18% increase to the Daze you build up from all sources.
17%, if you're running 2xShockstar (due to saturation) but the difference is so minuscule you can disregard it.
So, we can estimate the value of a raw EX press and compare it to the relative increase Impact% #6 provides.
Level 12 EX is 649.4% Daze MV.
Because Impact% #6 affects everything, the two extra EX presses without that multiplier need to be equal to 18% of the total Daze buildup without them.
So, if we divide 1298.8% (two EX presses) by 0.18, we'll get 7215.56% - which is the sum of total Daze multipliers we need to apply, where two EX presses would have the same effect as having 18% Impact bonus throughout (but not have those two EX presses).
After that it's either a guesstimation, which is easier, or you can go through your actual rotation for a Deadly and add up everything Trigger does.
Usually, I would get something like 5-6 EX (let's highball it to 6, so 4 without the ER%) presses + 2 Ultimates + some Sniping + a DA or two + Aftershocks.
4 EX + 2 Ultimate is 5365.6%, which leaves us with 1849.96% spread across Sniping, Aftershocks, and DAs.
Calculating those is kinda annoying, but Harmonizing Shot can at most trigger once every 3 seconds and Tartarus can hypothetically trigger up to 6 times over the course of 20 seconds, but that will virtually never happen, and when it will, it'll probably be a net damage down compared to doing something else (as you're spending resources out of stun to build up Daze).
Harmonizing Shot builds 109.2% Daze. Tartarus - 129%.
I think Harmonizing Shot has a separate internal cooldown for different triggers (i.e. BA, QA, Dodge Counter, Dash Attack), so if you use different attacks, you can trigger it back-to-back, but if you're just standing there spamming BA, you'll get one roughly every 3 seconds as per its description.
Let's say, for the sake of argument, you're getting four full 12s stuns, and you are building enough Daze as if you were activating Harmonizing Shot ever 3 seconds. Actually doing that is a bit unrealistic, but lets assume you're getting up there with Defensive Assists, Sniping, and Tartarus included.
Then, you'd have around 132 seconds to work with (180 - 4 * 12), that's 44 Aftershock activations, i.e. 44 * 109.2 = 4804.8% throughout the entire fight.
That's 2954.84% more than what we needed for ER% to actually generate the same Daze as Impact%, meaning Impact% #6 would, and while the scenario is a bit idealistic, we are off by a large enough amount, that it's highly unlikely for you to have bad enough Daze buildup outside of the specified number of EX and Ultimate presses for ER% to ever actually generate more Daze.
But with that being said, if we compare the final multipliers for those two scenarios, we'll get 10170.4% for Impact% vs 11469.2% for ER%, and 10170.4% * 1.18 is more than 11469.2% by about 4.7% - we're actually looking at just 531.872% MV worth of Daze buildup between the two scenarios.
So, if you get an extra EX press in somehow (let's say a better EX availability would allow you to press it in a situation where you otherwise couldn't), or even an extra Ultimate press (due to extra Decibel generation) would absolutely clear this gap.
But in reverse, if you don't get the two extra EX presses in (say, you only get one), or you can reliably get three Ultimate presses throughout the run, then the gap between ER% and Impact% will expand further in favor of the latter.
My experience might very much not apply to yours, as I don't particularly value Trigger's biggest parts of Daze buildup - I would use Ultimate into the stun for damage and Astral refresh, same with EX, so for me, the actual Daze buildup from EX and Ultimate presses is often an afterthought, and I'd get something like 3 EX + 1 Ultimate out of the stun, skewing the balance towards just pressing more EX.