Genshin Impact Wiki
Genshin Impact Wiki
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{{Terminology Infobox
''Genshin Impact'''s combat and exploration are governed by character '''attributes''' that affect how often you can use your abilities, how powerful they will be, and your survivability.
 
  +
|type = Combat
  +
|type2 = Game Systems
  +
}}
  +
'''Attributes''' (more commonly known as '''Stats''') govern the combat and exploration in ''[[Genshin Impact]]''. They affect aspects such as how often the player is able to use their [[character]]s' abilities, how powerful they will be, and their survivability. Attributes can be grouped into 4 categories: Basic, Advanced, Elemental, and Hidden.
   
  +
'''Basic Stats''' are stats that players can easily increase with the main stat of a [[weapon]] or [[artifact]]. [[Stamina]] is however an exception since it can only be increased by offering [[Oculi]] to an [[Anemo]] or [[Geo]] [[Statue of The Seven]]. '''Advanced Stats''' and '''Hidden Stats''' are rarer and may only be modified by effects like a weapon's passive, an artifact set bonus, or certain buffs/debuffs like [[Ley Line Disorders]] in [[Domains]], [[Blessings of the Abyssal Moon]] in [[Spiral Abyss]], or [[Elemental Resonance]].
==Base Stats==
 
===HP===
 
HP, short for hit points, is a measure of how much life force your character has. If your HP reaches 0, your character will become incapacitated and disappear, while another character in your team will be activated. HP can be restored by eating [[food]], using abilities that heal, returning to a [[Statue of the Seven]], or dealing damage with weapons that provide healing (such as [[The Black Sword]]).
 
   
  +
Basic Stats and Advanced Stats are visible in-game within a character's "Details" menu, while Hidden Stats are not.
Health can be increased by raising your character level, or equipping [[artifacts]] and [[weapons]] that provide HP or HP% increase. Leveling up these weapons and artifacts will also increase the HP bonus they provide. All flower-type artifacts increase HP, so leveling these up is a good way to boost HP.
 
   
===Attack===
+
==Basic Stats==
  +
{{See also|Character Comparison}}
Attack, abbreviated in-game as ATK, is a measure of how much damage your character does. Your normal attacks, elemental skills, and elemental bursts all have their damage boosted based on your attack. Some talents deal a higher percentage of damage based on attack than others, so you can go to the talent info screen on the character tab to inspect each talent individually and see how things scale for your character. Attack damage is reduced by the defense attribute of the enemy you hit, as well as by any elemental shields they have active.
 
  +
==={{Attribute|Health|40}} HP===
  +
{{Main|HP}}
  +
Health, abbreviated in-game as HP, is the amount of damage a character is able to take before being KO'd.
   
  +
==={{Attribute|Attack|40}} ATK===
Your attack can be increased by raising your character level, or equipping [[artifacts]] that provide attack or attack% increase, as well as by leveling up your weapon or equipping a more powerful weapon. All feather type artifacts increase attack, so leveling these up is a good way to boost attack. In addition, the [[Fervent Flames]] [[Elemental Resonance]] provides a 25% attack boost, while [[Enduring Rock]] gives a 15% boost while under the effect of an elemental shield. Finally, there are [[food]] items that provide a temporary attack bonus when consumed.
 
  +
{{Main|ATK}}
  +
Attack, abbreviated in-game as ATK, is used to calculate how much damage the character does. All forms of damage calculation except specific [[Elemental Reactions]] scale linearly with ATK.
   
  +
==={{Attribute|Defense|40}} DEF===
Currently known Total ATK calculation method <ref> [https://forums.mihoyo.com/genshin/article/14696 translated Mihoyo forum post] and tested during Global CBT3</ref>:
 
  +
{{Main|DEF}}
Total ATK = [(Character's Base ATK + Weapon ATK) × (1 + Weapon ATK% bonuses + Artifact ATK% bonuses)] + Artifact ATK flat bonuses
 
  +
Defense, abbreviated in-game as DEF, is a means of reducing incoming DMG. The higher one's defense, the less damage the character takes from attacks.
   
  +
==={{Attribute|Elemental Mastery|40}} Elemental Mastery===
===Defense===
 
  +
{{Main|Elemental Mastery}}
Defense, abbreviated in-game as DEF, is a measure of how much resistance your character has to incoming damage. The higher your defense, the less damage you take from attacks. Defense can be increased by raising your character level, or equipping [[artifacts]] or [[weapons]] that provide defense or defense % increase. Additionally, some characters, most notably [[Noelle]], have talents that increase defense. Finally, there are [[food]] items that provide a temporary defense boost when consumed.
 
  +
Elemental Mastery, enhances [[Elemental Reactions]]. Depending on the type of Elemental Reaction, Elemental Mastery will provide different effects.
   
  +
==={{Attribute|Stamina|40}} Stamina===
Curve fitting of damage vs defense and level shows that damage is reduced by both the defender's defense and also with increasing level of the defender. The suggested formula is <ref> [https://forums.mihoyo.com/genshin/article/13629 translated] or [https://bbs.mihoyo.com/ys/article/1361917 chinese] Mihoyo forum post</ref>:
 
  +
{{Main|Stamina}}
Damage = Unit Attack Power × (e<sup>-Target Defense / (Level×4+225)</sup> + 0.01 × Level)
 
  +
Stamina is a measure of how much physical exertion the character can expend before needing to rest. It is consumed by performing [[Charged Attack]]s, dodging, swimming, sprinting, climbing, and gliding. Stamina is restored automatically and gradually when the character stops consuming it for a short time. Maximum Stamina can be increased by collecting [[Anemoculus]] and [[Geoculus]] and offering them to their respective [[Statues of The Seven]].
 
However, it has also been claimed that differences in level between attacker and defender also affect final damage by the relation <ref>[https://docs.google.com/spreadsheets/d/1s0G2SDIOp9WB7NRn3ABoRgsS_Qjid46g1-BswFrbTFY/htmlview?usp=drivesdk&pru=AAABdV1bpG0*-g5FokaniOBhXzex6zRGqw# Google Sheets</ref>:
 
Damage multiplier = (Attacker Level + 100) / (Defender Level + Attacker Level + 200)
 
 
== Damage calculation ==
 
Currently, the known formula for final damage calculation:
 
Non-critical Hit = Total ATK × Skill% × Enemy DEF% × Enemy RES% × (1 + DMG Bonuses%)
 
For Critical Damage:
 
Critical Hit DMG = Non-critical Hit × (1 + CRIT DMG%)
 
For Amplification Reaction (Vaporize and Melt):
 
Amplification Reaction Damage = Non-critical Hit × (1 + EM Bonus% + Other Reaction Bonus%)
 
 
Amplification Reaction Damage (Critical Hit) = Non-critical Hit × (1 + CRIT DMG%) × (1 + EM Bonus% + Other Reaction Bonus%)
 
For Transformation Reaction (Superconduct, Swirl, Electro-Charged, Shattered, and Overloaded):
 
Transformation Reaction Damage = Reaction Base Damage × (1 + EM Bonus% + Other Reaction Bonus%) × Enemy RES%
 
 
=== Skill and Normal Attack Scaling ===
 
For Skill or Attack Attribute Scaling, the formula is <ref>[https://ngabbs.com/read.php?tid=23915817 NGA forum post (Chinese)]</ref>:
 
 
Talent Attribute Multiplier = Talent Base Multiplier x Talent Level Multiplier
 
 
Talent Base Multiplier is the damage/healing value a talent has at Lv.1. (i.e. Geo Traveler's [[Starfell Sword]] is 248% in Lv.1.)
 
*For DMG Absorption talents (i.e. Noelle's [[Breastplate]]), Talent Base Multiplier is the damage absorption value a talent has at Lv.1.
 
 
For talents with both a percentage(x%) and a flat component(+x), the multipliers are different. Examples are [[Let the Show Begin]]. The flat bonus scales with the flat bonus multiplier, while the HP% bonus scales with the percentage bonus multiplier.
 
 
For Normal Attack talents, Talent Base Multiplier is the damage value a normal attack has at Lv.1. Talent Level Multiplier is the value related to Normal Attack Talent Level. The multiplier is estimated and within 1% of actual values. Errors are due to internal rounding errors and/or slight estimation errors.
 
Talent Level 11 can be achieved only with Tartaglias [[Master of Weaponry]] passive talent.
 
 
Talent Level Multiplier is the value related to Talent Level.
 
{| class="article-table sortable waffle no-grid"
 
|-
 
! Talent Level
 
!Percentage Bonus Multiplier
 
!Flat Bonus Multiplier
 
!Multiplier for Normal Attack
 
|-
 
|1 || 100% || 100% || 100
 
|-
 
|2 || 107.5%|| 110% || 108%
 
|-
 
|3 || 115% || 120% || 116%
 
|-
 
|4 || 125% || 132.5% || 127.5%
 
|-
 
|5 || 132.5% || 145% || 135%
 
|-
 
|6 || 140% || 157.5% || 145%
 
|-
 
|7 || 150% || 172.5% || 157.5%
 
|-
 
|8 || 160% || 187.5% || 170%
 
|-
 
|9 || 170% || 202.5% || 182.5%
 
|-
 
|10 || 180% || 220% || 197.5%
 
|-
 
|11 || 190% || 237.5% || 212.5%
 
|-
 
|12 || 200% || Unknown ||
 
|-
 
|13 || 212.5% || Unknown ||
 
|-
 
|14 || Unknown || Unknown ||
 
|-
 
|15 || Unknown || Unknown ||
 
|}
 
 
===Enemy Defense===
 
Enemy DEF = (Character Level + 100) ÷ [(1 - DEF Reduction Debuffs%) × (Enemy Level + 100) + (Character Level + 100)]
 
{{HideList|Formula Proving|DEFproving}}
 
For both characters and enemies, the formulas of damage reduction for DEF is <ref>https://ngabbs.com/read.php?tid=23708327 </ref>:
 
Damage Reduction = Defense ÷ (Defense + 5 x Attacker Level + 500)
 
for enemies, their defense mostly follows this formula:
 
Enemy Defense = 5 x Enemy Level + 500
 
When a character attack a enemy, the damage reduction for defense is:
 
Enemy Damage Reduction = (Enemy Level + 100) ÷ [(Enemy Level + 100) + (Character Level + 100)]
 
The '''Enemy DEF%''' is
 
Enemy DEF = 1 - ''Enemy Damage Reduction'' = (Character Level + 100) ÷ [(Enemy Level + 100) + (Character Level + 100)]
 
When considering '''DEF Reduction Debuffs''', the formula is
 
Enemy DEF = (Character Level + 100) ÷ ['''(1 - DEF Reduction Debuffs%)''' × (Enemy Level + 100) + (Character Level + 100)]
 
{{HideList/End}}
 
 
 
=== Damage Bonuses===
 
Any other damage source like Elemental%, Physical%, Skill%, Burst%, Normal%, Charged% and other x% bonuses like damage increase for picking up Elemental Orbs. These bonuses are all additive.
 
===Resistance===
 
Enemies have different resistance to each of the elements and there are ways to reduce that resistance. The damage reduction multiplier of resistance is <ref>[https://bbs.mihoyo.com/ys/article/2160993 Chinese forum post]</ref>:
 
 
{| class="article-table sortable waffle no-grid"
 
|-
 
!Formula
 
!Interval
 
|-
 
|
 
<math>1 - \biggl( \frac{\mathsf{RES}}{2} \biggr)</math>
 
|RES < 0
 
|-
 
|
 
<math>1 - \mathsf{RES}</math>
 
|0 ≤ RES < 0.75
 
|-
 
|
 
<math>\frac{1}{4 \times \mathsf{RES} + 1}</math>
 
|RES ≥ 0.75
 
|}
 
RES is the actual resistance, the formula is:
 
RES = Base Resistance + Resistance Bonus - Resistance Reduction Debuffs
 
 
This formula applies to both characters and enemies. For enemies, '''Enemy RES%''' is standing for the damage reduction multiplier of the enemy's resistance.
 
 
====Base Enemy Resistance====
 
Currently known resistance values of each enemy <ref>[https://bbs.mihoyo.com/ys/article/2160993 Chinese forum post]</ref>:
 
{| class="article-table sortable waffle no-grid"
 
|-
 
!Enemy
 
!Elemental RES
 
!Physical RES
 
!Other
 
|-
 
|Slimes
 
| 10%
 
|10%
 
|Immune to corresponding element
 
|-
 
|Hilichurl
 
|10%
 
|10%
 
|
 
|-
 
|Mitachurl
 
| 10%
 
|30%
 
|
 
|-
 
|Samachurl
 
|10%
 
|10%
 
| +40% Elemental RES to corresponding element
 
|-
 
|Lawachurl
 
| 10%
 
|50%
 
| +60% Elemental RES to corresponding element
 
|-
 
|Ruin Guard
 
|10%
 
|70%
 
|
 
|-
 
|Ruin Hunter
 
|10%
 
|50%
 
|
 
|-
 
| rowspan="2" |Whopperflower
 
| rowspan="2" |35%
 
| rowspan="2" |35%
 
| +40% Elemental RES to corresponding element
 
|-
 
|All RES -25% when stunned
 
|-
 
|Fatui Skirmisher
 
|10%
 
| -20%
 
|All RES +100% when enemy has elemental shield
 
|-
 
|Fatui Pyro Agent
 
|10%
 
| -20%
 
| +40% Elemental RES to Pyro attacks
 
|-
 
|Fatui Cicin Mage
 
|10%
 
| -20%
 
| +40% Elemental RES to corresponding element
 
|-
 
|Treasure Hoarders
 
|10%
 
| -20%
 
|
 
|-
 
|Millelith
 
|10%
 
| -20%
 
|
 
|-
 
|Geovishap Hatchling
 
|10%
 
|30%
 
| +40% Elemental RES to Geo attacks
 
|-
 
|Abyss Mages
 
|10%
 
|10%
 
|
 
|-
 
| Eye of the Storm
 
|10%
 
|10%
 
|Immune to Anemo
 
|-
 
| Cicin
 
|10%
 
| -50%
 
| +40% Elemental RES to corresponding element
 
|-
 
|Hypostasis
 
| 10%
 
| 10%
 
|Immune to corresponding element
 
|-
 
|Oceanid
 
| 10%
 
| 10%
 
|Immune to Hydro attacks
 
|-
 
| rowspan="2" |Regisvine
 
| rowspan="2" |110%
 
| rowspan="2" |130%
 
| +60% Elemental RES to corresponding element
 
|-
 
|All RES -100% when stunned
 
|-
 
|Dvalin
 
|10%
 
| 10%
 
|
 
|-
 
|Andrius
 
| 10%
 
|10%
 
|Immune to Anemo and Cryo attacks
 
|-
 
| rowspan="3" | Tartaglia
 
| rowspan="3" | 0%
 
| rowspan="3" |0%
 
|In Phase 1, +50% Elemental RES to Hydro attacks.<br />All RES -30% when stunned
 
|-
 
|In Phase 2, +50% Elemental RES to Electro attacks.<br />All RES -50% when stunned
 
|-
 
|In Phase 3, +70% Elemental RES to both Hydro attacks and Electro attacks.
 
|}
 
 
====Resistance Reduction====
 
Enemy resistance can be reduced through various methods:
 
{| class="article-table sortable waffle no-grid"
 
|-
 
!Method
 
!Amount
 
!Resistance type
 
!Notes
 
|-
 
|[[Superconduct]]
 
|40%
 
|Physical
 
|
 
|-
 
|[[Chongyun]] - Passive Talent 2
 
|10%
 
|Cryo
 
|
 
|-
 
|[[Xiangling]] - Constellation 1
 
|15%
 
|Pyro
 
|
 
|-
 
|[[Jean]] - Constellation 4
 
| 40%
 
|Anemo
 
|
 
|-
 
|[[Venti]] - Constellation 2
 
|12% + 12%
 
| Anemo + Physical
 
|
 
|-
 
|[[Venti]] - Constellation 6
 
| 20%
 
|Anemo + Swirled Element
 
|
 
|-
 
|[[Traveler]] (Anemo) - Constellation 6
 
|20%
 
|Anemo + Swirled Element
 
|
 
|-
 
|[[Beidou]] - Constellation 6
 
|15%
 
| Electro
 
|
 
|-
 
|[[Viridescent Venerer]] - 4 Pieces bonus
 
|40%
 
|Swirled Element
 
|
 
|}
 
   
 
==Advanced Stats==
 
==Advanced Stats==
  +
==={{Attribute|Critical Hit|40}} CRIT Rate===
===Elemental Mastery===
 
  +
{{Main|CRIT Rate}}
Elemental Mastery is a measure of how powerful [[Elemental Reactions|elemental reactions]] created by your character will be. These elemental reactions include [[Vaporize]], [[Melt]], [[Overloaded]], [[Superconduct]], [[Electro-Charged]], [[Frozen|Shattered]], [[Swirl]], and [[Crystallize]]. It should be noted that the damage bonus to Vaporize and Melt is roughly half of that to Overloaded, Superconduct, Electro-Charged, Shattered, and Swirl. The bonus to Crystallize makes the resulting elemental shield more powerful.
 
  +
Critical Rate is abbreviated in-game as CRIT Rate. This attribute, expressed as a percentage, determines how likely it is that an attack will hit critically and deal bonus critical damage.
   
  +
==={{Attribute|Critical Hit|40}} CRIT DMG===
Elemental Mastery can be increased by equipping [[artifacts]] or [[weapons]] that provide a bonus to Elemental Mastery. Additionally, some characters, such as [[Lisa]], gain Elemental Mastery by raising their character level.
 
  +
{{Main|CRIT DMG}}
  +
Critical Damage is abbreviated in-game as CRIT DMG. This attribute, expressed as a percentage, determines how much bonus damage the character does when an attack hits critically.
   
  +
==={{Attribute|Healing|40}} Healing Bonus===
The damage from Superconduct, Swirl, Electro-Charged, Shattered, and Overloaded increase with Elemental Mastery and Level only - attack does not matter !
 
  +
{{Main|Healing/Healing Bonus}}
  +
Healing Bonus, expressed as a percentage, determines the bonus to outgoing healing by characters that can heal themselves or other party members.
   
  +
==={{Attribute|Healing|40}} Incoming Healing Bonus===
However for Melt and Vaporise the damage does scale from the attack that produced it. (Melt is 2x when triggered by Pyro, 1.5 with Cryo; Vaporise is 2x if triggered by Hydro, otherwise 1.5x from Pyro) The damage is then multiplied by the EM effect.
 
  +
{{Main|Healing/Incoming Healing Bonus}}
  +
Incoming Healing Bonus, expressed as a percentage, determines the bonus to incoming healing directed at the character.
   
  +
==={{Attribute|Energy Recharge|40}} Energy Recharge===
====Elemental Mastery Formula====
 
  +
{{Main|Energy}}
The higher a character's elemental mastery, the stronger the elemental energy that can be released.
 
  +
Energy Recharge, is the percentage increase of energy regenerated by each elemental particle and elemental orb that is absorbed. Sources that directly give energy such as [[The Exile]] artifact set are not affected.
   
  +
==={{Attribute|Cooldown Reduction|40}} Cooldown Reduction===
*Increases damage caused by Vaporize and Melt by X%
 
  +
{{Main|Cooldown}}
*Increases damage caused by Overload, Superconduct, Electro-Charged, Shattered, and Swirl by Y%
 
  +
Reduce CD, commonly known as cooldown reduction, is a percentage decrease on the cooldowns after using the character's [[Elemental Skill]] or [[Elemental Burst]] before they can be used again.
*Increases the damage absorption power of shields created through Crystallize by Z%
 
*The exact formula for getting X, Y, and Z is unknown, however, a good approximation is given by ([https://imgur.com/rdoSMnJ tested up to 266EM])
 
**X = 0.197 × EM × e<sup>-(0.00063×EM)</sup>
 
**Y = 0.472 × EM × e<sup>-(0.00063×EM)</sup>
 
**Z = 0.315 × EM × e<sup>-(0.00063×EM)</sup>
 
**Alternative polynomial formula closely matching the above behaviour confirm the same mutliplier/EM relationship <ref>[https://www.reddit.com/r/Genshin_Impact/comments/j580by/elemental_mastery_damage_increase/ reddit]</ref>
 
   
  +
==={{Attribute|Shield Strength|40}} Shield Strength===
  +
{{Main|Shield}}
  +
The Shield Strength attribute reduces damage taken by any shield protecting the character, effectively increasing the shield's durability by the given percentage. Note that when taking shield damage, the Shield Strength of the active character is used instead of the shield's creator.
   
  +
===DMG Bonus===
An empirical formula (tested up to [https://bbs.nga.cn/read.php?tid=23715498&page=3 1053EM]) for elemental mastery formula is <ref>[https://bbs.nga.cn/read.php?tid=23633102 NGA forum post (Chinese)], use Ctrl+F to search "元素精通" for fast positioning)</ref>:
 
  +
{{Main|DMG Bonus}}
M = k × EM × (25 ÷ 9) ÷ (EM + 1400)
 
  +
Damage Bonuses, abbreviated in-game as DMG Bonus, include Physical and Elemental DMG Bonuses listed in the Details screen increase damage dealt by a percentage.
   
  +
===RES===
*''M'' is the bonus from Elemental Mastery
 
  +
{{Main|RES}}
*''k'' is a coefficient.
 
  +
Resistances, abbreviated in-game as RES, describe the percentage decrease of incoming damage of the corresponding type. Note that resistances have soft caps below 0% and above 75%.
**For Vaporize and Melt, ''k'' is 1.
 
**For Overload, Superconduct, Electro-Charged, Shattered, and Swirl, ''k'' is 2.4.
 
**For Crystallize, ''k'' is 1.6.
 
 
A more accurate empirical formula '''for Superconduct, Swirl, Electro-Charged, Shattered, and Overloaded''' is <ref> [https://bbs.nga.cn/read.php?tid=23723874 NGA forum post (Chinese)]</ref>:
 
M = 6.665 - 9340 ÷ (EM+1401)
 
*For Vaporize and Melt,
 
M = ( 6.665 - 9340 ÷ (EM + 1401) ) ÷ 2.4
 
 
The relative differences from the base level damage caused by [[Superconduct]], [[Swirl]], [[Electro-Charged]], [[Shattered]], and [[Overloaded]] are roughly 1 : 1.2 : 2.4 : 3 : 4 respectively (all other factors being equal) <ref> [https://docs.google.com/spreadsheets/d/1s0G2SDIOp9WB7NRn3ABoRgsS_Qjid46g1-BswFrbTFY/htmlview?usp=drivesdk&pru=AAABdV1bpG0*-g5FokaniOBhXzex6zRGqw# Section Transformation Reactions] and [https://www.reddit.com/r/Genshin_Impact/comments/j580by/elemental_mastery_damage_increase/ reddit]</ref>
 
 
In early versions (beta, pre-release) EM also may have affected standard magic attack damage - it doesn't in the released version.
 
 
====Transformation Reactions Level Scaling====
 
Superconduct, Swirl, Electro-Charged, Shattered, and Overloaded all belong to Transformation Reactions. For Transformation Reactions, the known formula for damage calculation is
 
Transformation Reaction Damage = Reaction Base Damage × (1 + Elemental Mastery Bonus% + Other Reaction Bonus%) × Enemy RES%
 
 
The Reaction Base Damage is only affacted by the Reaction Type and the Character Level.
 
 
There is a table shows the base damage in different reaction types and character levels. <ref>tested in 1.0 version, [https://bbs.mihoyo.com/ys/article/2215872 Chinese forum post]</ref>
 
{{HideList|Level Scaling (test data, 10% resistance)|ReactionLevel10}}
 
{| class="wikitable sortable"
 
! level
 
! Superconduct
 
! Swirl
 
! Electro-Charged
 
! Shattered
 
! Overloaded
 
|-
 
| 1 || 7 || 9 || 18 || 23 || 30
 
|-
 
| 2 || 8 || 10 || 20 || 25 || 33
 
|-
 
| 3 || 8 || 10 || 21 || 26 || 35
 
|-
 
| 4 || 9 || 11 || 22 || 28 || 38
 
|-
 
| 5 || 10 || 12 || 24 || 30 || 40
 
|-
 
| 6 || 11 || 13 || 26 || 33 || 44
 
|-
 
| 7 || 11 || 14 || 28 || 35 || 47
 
|-
 
| 8 || 12 || 15 || 31 || 38 || 51
 
|-
 
| 9 || 14 || 16 || 33 || 42 || 56
 
|-
 
| 10 || 15 || 18 || 36 || 46 || 61
 
|-
 
| 11 || 16 || 20 || 40 || 50 || 66
 
|-
 
| 12 || 18 || 21 || 43 || 54 || 73
 
|-
 
| 13 || 20 || 24 || 48 || 60 || 80
 
|-
 
| 14 || 21 || 26 || 52 || 65 || 87
 
|-
 
| 15 || 24 || 29 || 58 || 72 || 96
 
|-
 
| 16 || 26 || 31 || 63 || 79 || 106
 
|-
 
| 17 || 28 || 34 || 69 || 86 || 115
 
|-
 
| 18 || 31 || 37 || 75 || 94 || 125
 
|-
 
| 19 || 33 || 40 || 81 || 101 || 135
 
|-
 
| 20 || 36 || 43 || 87 || 108 || 145
 
|-
 
| 21 || 38 || 46 || 93 || 116 || 155
 
|-
 
| 22 || 41 || 49 || 99 || 123 || 165
 
|-
 
| 23 || 43 || 52 || 105 || 131 || 175
 
|-
 
| 24 || 46 || 55 || 111 || 138 || 185
 
|-
 
| 25 || 48 || 58 || 117 || 146 || 195
 
|-
 
| 26 || 50 || 61 || 122 || 152 || 203
 
|-
 
| 27 || 53 || 63 || 127 || 159 || 212
 
|-
 
| 28 || 55 || 66 || 132 || 166 || 221
 
|-
 
| 29 || 58 || 70 || 140 || 175 || 233
 
|-
 
| 30 || 61 || 73 || 147 || 183 || 245
 
|-
 
| 31 || 63 || 77 || 154 || 192 || 256
 
|-
 
| 32 || 67 || 80 || 160 || 201 || 268
 
|-
 
| 33 || 69 || 83 || 167 || 209 || 279
 
|-
 
| 34 || 72 || 87 || 174 || 218 || 291
 
|-
 
| 35 || 76 || 91 || 182 || 228 || 304
 
|-
 
| 36 || 79 || 95 || 190 || 238 || 317
 
|-
 
| 37 || 82 || 99 || 198 || 248 || 331
 
|-
 
| 38 || 86 || 103 || 207 || 258 || 345
 
|-
 
| 39 || 89 || 107 || 215 || 269 || 359
 
|-
 
| 40 || 93 || 111 || 223 || 279 || 373
 
|-
 
| 41 || 96 || 116 || 232 || 290 || 387
 
|-
 
| 42 || 100 || 121 || 242 || 302 || 403
 
|-
 
| 43 || 105 || 126 || 252 || 315 || 420
 
|-
 
| 44 || 109 || 131 || 262 || 328 || 438
 
|-
 
| 45 || 115 || 138 || 276 || 345 || 460
 
|-
 
| 46 || 120 || 145 || 290 || 362 || 483
 
|-
 
| 47 || 126 || 152 || 304 || 380 || 506
 
|-
 
| 48 || 132 || 159 || 318 || 398 || 531
 
|-
 
| 49 || 139 || 166 || 333 || 417 || 556
 
|-
 
| 50 || 145 || 174 || 349 || 436 || 582
 
|-
 
| 51 || 151 || 181 || 363 || 454 || 606
 
|-
 
| 52 || 157 || 189 || 378 || 473 || 630
 
|-
 
| 53 || 164 || 196 || 393 || 492 || 656
 
|-
 
| 54 || 170 || 204 || 408 || 511 || 681
 
|-
 
| 55 || 179 || 215 || 430 || 538 || 717
 
|-
 
| 56 || 187 || 224 || 449 || 562 || 749
 
|-
 
| 57 || 195 || 234 || 469 || 586 || 781
 
|-
 
| 58 || 203 || 244 || 488 || 610 || 814
 
|-
 
| 59 || 212 || 254 || 509 || 636 || 848
 
|-
 
| 60 || 220 || 264 || 529 || 662 || 882
 
|-
 
| 61 || 229 || 275 || 550 || 687 || 917
 
|-
 
| 62 || 239 || 287 || 575 || 719 || 958
 
|-
 
| 63 || 250 || 300 || 600 || 751 || 1001
 
|-
 
| 64 || 261 || 313 || 626 || 783 || 1044
 
|-
 
| 65 || 273 || 328 || 656 || 820 || 1094
 
|-
 
| 66 || 283 || 340 || 680 || 850 || 1134
 
|-
 
| 67 || 293 || 352 || 705 || 881 || 1175
 
|-
 
| 68 || 303 || 364 || 729 || 911 || 1215
 
|-
 
| 69 || 313 || 376 || 753 || 941 || 1255
 
|-
 
| 70 || 324 || 388 || 777 || 972 || 1296
 
|-
 
| 71 || 334 || 400 || 801 || 1002 || 1336
 
|-
 
| 72 || 344 || 413 || 826 || 1033 || 1377
 
|-
 
| 73 || 352 || 423 || 847 || 1058 || 1411
 
|-
 
| 74 || 361 || 433 || 867 || 1084 || 1446
 
|-
 
| 75 || 373 || 448 || 897 || 1121 || 1495
 
|-
 
| 76 || 384 || 461 || 922 || 1153 || 1537
 
|-
 
| 77 || 394 || 473 || 947 || 1184 || 1579
 
|-
 
| 78 || 405 || 486 || 972 || 1215 || 1620
 
|-
 
| 79 || 415 || 498 || 997 || 1247 || 1662
 
|-
 
| 80 || 425 || 511 || 1022 || 1277 || 1703
 
|-
 
| 81 || 435 || 523 || 1046 || 1307 || 1743
 
|-
 
| 82 || 445 || 535 || 1070 || 1337 || 1783
 
|-
 
| 83 || 456 || 547 || 1094 || 1368 || 1824
 
|-
 
| 84 || 466 || 559 || 1119 || 1398 || 1865
 
|-
 
| 85 || 479 || 575 || 1151 || 1439 || 1919
 
|-
 
| 86 || 490 || 588 || 1177 || 1471 || 1961
 
|-
 
| 87 || 501 || 602 || 1204 || 1505 || 2006
 
|-
 
| 88 || 513 || 616 || 1232 || 1541 || 2054
 
|-
 
| 89 || 527 || 632 || 1265 || 1582 || 2109
 
|-
 
| 90 || 541 || 649 || 1299 || 1623 || 2165
 
|}
 
{{HideList/End}}
 
 
{{HideList|Level Scaling (prediction data)|ReactionLevelpd}}
 
{| class="wikitable sortable"
 
! level
 
! Superconduct
 
! Swirl
 
! Electro-Charged
 
! Shattered
 
! Overloaded
 
|-
 
| 1 || 8 || 10 || 20 || 26 || 33
 
|-
 
| 2 || 9 || 11 || 22 || 28 || 37
 
|-
 
| 3 || 9 || 11 || 23 || 29 || 39
 
|-
 
| 4 || 10 || 12 || 24 || 31 || 42
 
|-
 
| 5 || 11 || 13 || 27 || 33 || 44
 
|-
 
| 6 || 12 || 14 || 29 || 37 || 49
 
|-
 
| 7 || 12 || 16 || 31 || 39 || 52
 
|-
 
| 8 || 13 || 17 || 34 || 42 || 57
 
|-
 
| 9 || 16 || 18 || 37 || 47 || 62
 
|-
 
| 10 || 17 || 20 || 40 || 51 || 68
 
|-
 
| 11 || 18 || 22 || 44 || 56 || 73
 
|-
 
| 12 || 20 || 23 || 48 || 60 || 81
 
|-
 
| 13 || 22 || 27 || 53 || 67 || 89
 
|-
 
| 14 || 23 || 29 || 58 || 72 || 97
 
|-
 
| 15 || 27 || 32 || 64 || 80 || 107
 
|-
 
| 16 || 29 || 34 || 70 || 88 || 118
 
|-
 
| 17 || 31 || 38 || 77 || 96 || 128
 
|-
 
| 18 || 34 || 41 || 83 || 104 || 139
 
|-
 
| 19 || 37 || 44 || 90 || 112 || 150
 
|-
 
| 20 || 40 || 48 || 97 || 120 || 161
 
|-
 
| 21 || 42 || 51 || 103 || 129 || 172
 
|-
 
| 22 || 46 || 54 || 110 || 137 || 183
 
|-
 
| 23 || 48 || 58 || 117 || 146 || 194
 
|-
 
| 24 || 51 || 61 || 123 || 153 || 206
 
|-
 
| 25 || 53 || 64 || 130 || 162 || 217
 
|-
 
| 26 || 56 || 68 || 136 || 169 || 226
 
|-
 
| 27 || 59 || 70 || 141 || 177 || 236
 
|-
 
| 28 || 61 || 73 || 147 || 184 || 246
 
|-
 
| 29 || 64 || 78 || 156 || 194 || 259
 
|-
 
| 30 || 68 || 81 || 163 || 203 || 272
 
|-
 
| 31 || 71 || 86 || 171 || 213 || 284
 
|-
 
| 32 || 74 || 89 || 178 || 22 || 298
 
|-
 
| 33 || 77 || 92 || 186 || 232 || 310
 
|-
 
| 34 || 80 || 97 || 193 || 242 || 323
 
|-
 
| 35 || 84 || 101 || 202 || 253 || 338
 
|-
 
| 36 || 88 || 106 || 211 || 264 || 352
 
|-
 
| 37 || 91 || 110 || 220 || 276 || 368
 
|-
 
| 38 || 96 || 114 || 230 || 287 || 383
 
|-
 
| 39 || 99 || 119 || 239 || 299 || 399
 
|-
 
| 40 || 103 || 123 || 248 || 310 || 414
 
|-
 
| 41 || 107 || 129 || 258 || 322 || 430
 
|-
 
| 42 || 111 || 134 || 269 || 336 || 448
 
|-
 
| 43 || 117 || 140 || 280 || 350 || 467
 
|-
 
| 44 || 121 || 146 || 291 || 364 || 487
 
|-
 
| 45 || 128 || 153 || 307 || 383 || 51
 
|-
 
| 46 || 133 || 161 || 322 || 402 || 537
 
|-
 
| 47 || 140 || 169 || 338 || 422 || 562
 
|-
 
| 48 || 147 || 177 || 353 || 442 || 590
 
|-
 
| 49 || 154 || 184 || 370 || 463 || 618
 
|-
 
| 50 || 161 || 193 || 388 || 484 || 647
 
|-
 
| 51 || 168 || 201 || 403 || 504 || 673
 
|-
 
| 52 || 174 || 210 || 420 || 526 || 700
 
|-
 
| 53 || 182 || 218 || 437 || 547 || 729
 
|-
 
| 54 || 189 || 227 || 453 || 568 || 757
 
|-
 
| 55 || 199 || 239 || 478 || 598 || 797
 
|-
 
| 56 || 208 || 249 || 499 || 624 || 832
 
|-
 
| 57 || 217 || 260 || 521 || 651 || 868
 
|-
 
| 58 || 226 || 271 || 542 || 678 || 904
 
|-
 
| 59 || 236 || 282 || 566 || 707 || 942
 
|-
 
| 60 || 244 || 293 || 588 || 736 || 980
 
|-
 
| 61 || 254 || 306 || 611 || 763 || 1019
 
|-
 
| 62 || 266 || 319 || 639 || 799 || 1064
 
|-
 
| 63 || 278 || 333 || 667 || 834 || 1112
 
|-
 
| 64 || 290 || 348 || 696 || 870 || 1160
 
|-
 
| 65 || 303 || 364 || 729 || 911 || 1216
 
|-
 
| 66 || 314 || 378 || 756 || 944 || 1260
 
|-
 
| 67 || 326 || 391 || 783 || 979 || 1306
 
|-
 
| 68 || 337 || 404 || 810 || 1012 || 1350
 
|-
 
| 69 || 348 || 418 || 837 || 1046 || 1394
 
|-
 
| 70 || 360 || 431 || 863 || 1080 || 1440
 
|-
 
| 71 || 371 || 444 || 890 || 1113 || 1484
 
|-
 
| 72 || 382 || 459 || 918 || 1148 || 1530
 
|-
 
| 73 || 391 || 470 || 941 || 1176 || 1568
 
|-
 
| 74 || 401 || 481 || 963 || 1204 || 1607
 
|-
 
| 75 || 414 || 498 || 997 || 1246 || 1661
 
|-
 
| 76 || 427 || 512 || 1024 || 1281 || 1708
 
|-
 
| 77 || 438 || 526 || 1052 || 1316 || 1754
 
|-
 
| 78 || 450 || 540 || 1080 || 1350 || 1800
 
|-
 
| 79 || 461 || 553 || 1108 || 1386 || 1847
 
|-
 
| 80 || 472 || 568 || 1136 || 1419 || 1892
 
|-
 
| 81 || 483 || 581 || 1162 || 1452 || 1937
 
|-
 
| 82 || 494 || 594 || 1189 || 1486 || 1981
 
|-
 
| 83 || 507 || 608 || 1216 || 1520 || 2027
 
|-
 
| 84 || 518 || 621 || 1243 || 1553 || 2072
 
|-
 
| 85 || 532 || 639 || 1279 || 1599 || 2132
 
|-
 
| 86 || 544 || 653 || 1308 || 1634 || 2179
 
|-
 
| 87 || 557 || 669 || 1338 || 1672 || 2229
 
|-
 
| 88 || 570 || 684 || 1369 || 1712 || 2282
 
|-
 
| 89 || 586 || 702 || 1406 || 1758 || 2343
 
|-
 
| 90 || 601 || 721 || 1443 || 1803 || 2406
 
|}
 
{{HideList/End}}
 
 
===Stamina===
 
{{Main|Stamina}}
 
Stamina is a measure of how much physical exertion your character can expend before needing to rest. It is consumed by performing heavy attacks, dodging, sprinting, climbing, and gliding. Stamina is restored automatically when your character runs out of stamina or stops consuming it for a short time. Additionally, you can consume [[food]] that restores stamina.
 
 
The [[Elemental Resonance]] [[Impetuous Winds]] decreases stamina consumption by 15%. Some food items and character talents also reduce the amount of stamina used by activities such as sprinting, climbing, or gliding. You can increase your maximum stamina by finding [[Anemoculus]] and [[Geoculus]] and offering them in worship to their respective [[Statue of the Seven]].
 
===Energy===
 
{{Main|Energy}}
 
Energy is the resource that is used to execute your elemental burst attack. It is regenerated over time by attacking enemies, as well as by picking up elemental particles (for a small amount of energy) and elemental orbs (for a larger amount of energy). The elemental particles and orbs are dropped by enemies when they are defeated as well as when they take certain levels of damage, but there are also some [[weapons]] that can generate them. Also, the [[Elemental Resonance]] [[High Voltage]] will generate an elemental particle on a 5 second cooldown if the Superconduct, Overloaded, or Electro-Charged elemental reaction is inflicted on an enemy.
 
 
Besides this, some [[artifacts]] and weapons can also regenerate energy directly when their activation conditions are met. Some character [[talents]] are also capable of regenerating energy. While picking up elemental particles and orbs regenerates energy for the entire party, it is important to carefully read the descriptions of artifacts, weapons, and talents, as some of them only regenerate energy for certain party members.
 
 
The energy requirement to activate the elemental burst ability is not the same for all characters. To inspect how much energy is required for a particular character's elemental burst ability, you can pull up the Skill Attributes section in the Talents screen.
 
 
===Energy Recharge===
 
Energy Recharge, expressed as a percentage, shows how the percentage increase of energy regenerated by each elemental particle and elemental orb that is absorbed. You can increase it by equipping [[artifacts]] or [[weapons]] with the Energy Recharge % attribute. Additionally, some characters, such as [[Venti]], gain Energy Recharge by increasing their level.
 
   
  +
==Hidden Stats==
 
===Movement Speed===
 
===Movement Speed===
  +
{{Main|Movement Speed}}
Movement speed, abbreviated as Movement SPD in game, determines how much faster your character moves in relation to their normal movement speed. To increase your movement speed, you can equip [[weapons]] that provide a bonus to movement speed when their conditions are activated. Also, the [[Impetuous Winds]] [[Elemental Resonance]] increases movement speed by 10%.
 
  +
Movement speed, abbreviated as Movement SPD in-game, determines how much faster characters move in relation to their normal movement speed.
   
 
===Attack Speed===
 
===Attack Speed===
  +
{{Main|Attack Speed}}
Attack Speed, abbreviated as Attack SPD in game, determines how much faster your character can attack compared to normal. For example, if your character can normally attack once every 0.8 seconds but has a 30% attack speed bonus, they will be able to attack every 0.56 seconds instead. In order to increase your attack speed, you must equip [[weapons]] that provide an attack speed bonus and fulfill their activation conditions.
 
  +
Attack Speed, abbreviated as ATK SPD in-game, determines how much faster characters can attack compared to normal. Attack Speed only affects [[Normal Attacks]] unless otherwise noted. Note that Attack Speed does ''not'' decrease the amount of [[hitlag]] characters receive when hitting enemies, so a percentage increase in attack speed will result in a lesser percentage increase in damage-per-second (for attacks that have hitlag, i.e., most melee attacks).
   
===Critical Rate===
+
===Stamina Consumption===
  +
{{Main|Stamina}}
Critical Rate is abbreviated in game as CRIT Rate and commonly known as Crit Chance. This attribute, expressed as a percentage, determines how likely it is that an attack will hit critically and deal bonus critical damage. Crit Rate can be increased by equipping [[artifacts]] or [[weapons]] that provide an increase to Crit Rate.
 
  +
Stamina Consumption describes the percentage increase of stamina used by actions that require stamina.
 
At critical rates at or above 100% attacks give a critical hit every time. <ref>[https://www.youtube.com/watch?v=t6z47KC7DeA test]</ref>
 
 
The [[Shattering Ice]] [[Elemental Resonance]] provides a 15% boost to Crit Rate against enemies that are [[Frozen]] or affected by [[Cryo]]. Some characters, such as [[Diluc]], gain Crit Rate by raising their character level. Finally, you can consume certain [[food]] items to temporarily increase Crit Rate.
 
 
===Critical Damage===
 
Critical Damage is abbreviated in game as CRIT DMG. This attribute, expressed as a percentage, determines how much bonus damage your character does when an attack hits critically. Crit Damage can be increased by equipping [[artifacts]] and [[weapons]] that provide a bonus to it. Some characters, such as [[Keqing]], gain Crit Damage by leveling up. Additionally, there are [[food]] items that can be consumed to temporarily increase it.
 
 
=== Healing Bonus===
 
Healing Bonus, expressed as a percentage, determines the bonus to outgoing healing by characters that can heal themselves or other party members. You can increase healing bonus by equipping [[artifacts]] that increase character healing effectiveness, or provide a healing bonus % increase. Some characters, such as [[Jean]], gain healing bonus by leveling up.
 
 
===Incoming Healing Bonus===
 
Incoming Healing Bonus, expressed as a percentage, determines the bonus to incoming healing directed at the character. You can increase incoming healing bonus by equipping [[artifacts]] that boost healing received or incoming healing. The [[Elemental Resonance]] [[Soothing Water]] increases it by 30%. Additionally, there are [[food]] items that can boost healing effects temporarily.
 
 
===Reduce CD===
 
Reduce CD, or Reduce Cool Down, commonly known as cooldown reduction, is an attribute expressed as a parcentage that determines how long you must wait after using your elemental skill or elemental burst before using them again. For example, if your elemental skill normally has a cool down of 10 seconds, and you have 10% cooldown reduction, your skill can be used every 9 seconds. The [[Impetuous Winds]] [[Elemental Resonance]] provides 5% cooldown reduction.
 
 
===Shield strength===
 
Expressed as a percentage, and determines how much damage elemental a shields can sustain before being destroyed.
 
 
You can increase this attribute by equipping [[artifacts]] that increase the strength of shields. Some [[Food]] items (such as [[Triple-Layered Consommé]]) can also increase it.
 
 
'''Shield strength%''' is a dynamic value : the damage that can absorbe the shield depend of the active character, not the one that created the shield.<ref>[https://bbs.nga.cn/read.php?tid=24147117 NGA forum post (Chinese)]</ref>
 
   
  +
===Interruption Resistance===
For Total Shield DMG Abosrption, the formula is<ref>[https://bbs.nga.cn/read.php?tid=24188107 NGA forum post (Chinese)]</ref>:
 
  +
{{Main|Interruption Resistance}}
Total Shield DMG Abosrption = Base Shield DMG Abosrption * Element DMG Absorption Bonus% * (1 + DMG Absorption Bonus from Skill Effect%) * (1 + DMG Absorption Bonus from Constellation Effect%) * (1 + Bonus Shield strength%)
 
  +
Interruption Resistance, or poise, affects how difficult it is for a character or an enemy to being staggered. Interruption Resistance functions by reducing incoming Poise Damage.
*For example, A '''Constellation 0''' [[Diona]] has 35% Bonus Shield strength, and can create '''4,000''' Base Shield DMG Abosrption. An [[Amber]] has 0% Bonus Shield strength. <br>In solo mode, when Diona creates a shield, Diona will get '''4,000 * (1 + 0.35) = 5,400''' Shield DMG Abosrption for '''Non-Cyro DMG''', and Amber will get only '''4,000''' Shield DMG Abosrption for '''Non-Cyro DMG'''.
 
   
  +
===Damage Reduction===
When a character has more than one shield, the DMG dealt by an enemy will affect every active shield simultaneously.<ref>[https://genshin.mihoyo.com/en/news/detail/6085 Developers Discussion]</ref>
 
  +
{{Main|Damage Reduction}}
  +
Damage Reduction reduces the [[Damage Bonus|Percentage Damage Bonus]] of incoming attacks.
   
===Damage Bonus===
+
==Other Languages==
  +
{{Other Languages
Damage Bonus attributes, expressed as percentages, show the amount of bonus damage done by a specific type of attack. There is a separate damage bonus attribute for each type of attack, including Pyro, Hydro, Dendro, Electro, Anemo, Cryo, Geo, and Physical. It has been reported that this damage bonus is applied after all other damage calculations have been made, so it can provide a much greater increase in damage than the attack % attribute or a flat attack bonus.
 
  +
|en = Attribute
  +
|zhs = 属性
  +
|zhs_rm = Shǔxìng
  +
|zht = 屬性
  +
|zht_rm = Shǔxìng
  +
|zh_tl = Attribute
  +
|ja = ステータス
  +
|ja_rm = Suteetasu
  +
|ja_tl = Status
  +
|ko = 속성
  +
|ko_tl = Attribute
  +
|es = Atributo
  +
|es_tl = Attribute
  +
|fr = Attribut
  +
|fr_tl = Attribute
  +
|ru = Атрибут
  +
|ru_tl = Attribute
  +
|th = ค่าสถานะ
  +
|th_rm =
  +
|th_tl =
  +
|vi = Thuộc Tính
  +
|vi_tl =
  +
|de = Attribut
  +
|de_tl = Attribute
  +
|id = Stats
  +
|pt = Atributo
  +
|pt_tl =
  +
|tr = Özellik
  +
|tr_tl = Attribute
  +
|it = Attributo
  +
|it_tl =
  +
}}
   
  +
==Navigation==
===Damage Resistance===
 
  +
{{Attribute Navbox|state=collapsed}}
Damage Resistance attributes, expressed as percentages, show how much incoming damage of a certain type is reduced. There is a separate damage resistance attribute for each type of attack, including Pyro, Hydro, Dendro, Electro, Anemo, Cryo, Geo, and Physical. To increase damage resistance, you can equip [[artifacts]] that provide a bonus to one or all of the damage resistance types. Additionally, the [[Elemental Resonance]] [[Protective Canopy]] provides a 15% damage reduction to every type of damage.
 
  +
{{Combat Navbox|state=collapsed}}
  +
{{Genshin Navbox}}
  +
[[Category:Attributes| ]]
   
{{References}}
 
[[Category:Game Systems]]
 
 
[[de:Attribute]]
 
[[de:Attribute]]
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[[ja:ステータス]]
  +
[[pt-br:Atributos]]
  +
[[ru:Характеристики]]
  +
[[th:ค่าสถานะ]]
  +
[[tr:Özellik]]
  +
[[vi:Thuộc Tính]]

Latest revision as of 18:42, 3 March 2024

Attributes (more commonly known as Stats) govern the combat and exploration in Genshin Impact. They affect aspects such as how often the player is able to use their characters' abilities, how powerful they will be, and their survivability. Attributes can be grouped into 4 categories: Basic, Advanced, Elemental, and Hidden.

Basic Stats are stats that players can easily increase with the main stat of a weapon or artifact. Stamina is however an exception since it can only be increased by offering Oculi to an Anemo or Geo Statue of The Seven. Advanced Stats and Hidden Stats are rarer and may only be modified by effects like a weapon's passive, an artifact set bonus, or certain buffs/debuffs like Ley Line Disorders in Domains, Blessings of the Abyssal Moon in Spiral Abyss, or Elemental Resonance.

Basic Stats and Advanced Stats are visible in-game within a character's "Details" menu, while Hidden Stats are not.

Basic Stats

Health HP

Health, abbreviated in-game as HP, is the amount of damage a character is able to take before being KO'd.

Attack ATK

Attack, abbreviated in-game as ATK, is used to calculate how much damage the character does. All forms of damage calculation except specific Elemental Reactions scale linearly with ATK.

Defense DEF

Defense, abbreviated in-game as DEF, is a means of reducing incoming DMG. The higher one's defense, the less damage the character takes from attacks.

Elemental Mastery Elemental Mastery

Elemental Mastery, enhances Elemental Reactions. Depending on the type of Elemental Reaction, Elemental Mastery will provide different effects.

Stamina Stamina

Stamina is a measure of how much physical exertion the character can expend before needing to rest. It is consumed by performing Charged Attacks, dodging, swimming, sprinting, climbing, and gliding. Stamina is restored automatically and gradually when the character stops consuming it for a short time. Maximum Stamina can be increased by collecting Anemoculus and Geoculus and offering them to their respective Statues of The Seven.

Advanced Stats

Critical Hit CRIT Rate

Critical Rate is abbreviated in-game as CRIT Rate. This attribute, expressed as a percentage, determines how likely it is that an attack will hit critically and deal bonus critical damage.

Critical Hit CRIT DMG

Critical Damage is abbreviated in-game as CRIT DMG. This attribute, expressed as a percentage, determines how much bonus damage the character does when an attack hits critically.

Healing Healing Bonus

Healing Bonus, expressed as a percentage, determines the bonus to outgoing healing by characters that can heal themselves or other party members.

Healing Incoming Healing Bonus

Incoming Healing Bonus, expressed as a percentage, determines the bonus to incoming healing directed at the character.

Energy Recharge Energy Recharge

Energy Recharge, is the percentage increase of energy regenerated by each elemental particle and elemental orb that is absorbed. Sources that directly give energy such as The Exile artifact set are not affected.

Cooldown Reduction Cooldown Reduction

Reduce CD, commonly known as cooldown reduction, is a percentage decrease on the cooldowns after using the character's Elemental Skill or Elemental Burst before they can be used again.

Shield Strength Shield Strength

The Shield Strength attribute reduces damage taken by any shield protecting the character, effectively increasing the shield's durability by the given percentage. Note that when taking shield damage, the Shield Strength of the active character is used instead of the shield's creator.

DMG Bonus

Damage Bonuses, abbreviated in-game as DMG Bonus, include Physical and Elemental DMG Bonuses listed in the Details screen increase damage dealt by a percentage.

RES

Resistances, abbreviated in-game as RES, describe the percentage decrease of incoming damage of the corresponding type. Note that resistances have soft caps below 0% and above 75%.

Hidden Stats

Movement Speed

Movement speed, abbreviated as Movement SPD in-game, determines how much faster characters move in relation to their normal movement speed.

Attack Speed

Attack Speed, abbreviated as ATK SPD in-game, determines how much faster characters can attack compared to normal. Attack Speed only affects Normal Attacks unless otherwise noted. Note that Attack Speed does not decrease the amount of hitlag characters receive when hitting enemies, so a percentage increase in attack speed will result in a lesser percentage increase in damage-per-second (for attacks that have hitlag, i.e., most melee attacks).

Stamina Consumption

Stamina Consumption describes the percentage increase of stamina used by actions that require stamina.

Interruption Resistance

Interruption Resistance, or poise, affects how difficult it is for a character or an enemy to being staggered. Interruption Resistance functions by reducing incoming Poise Damage.

Damage Reduction

Damage Reduction reduces the Percentage Damage Bonus of incoming attacks.

Other Languages

LanguageOfficial NameLiteral Meaning
EnglishAttribute
Chinese
(Simplified)
属性
Shǔxìng
Attribute
Chinese
(Traditional)
屬性
Shǔxìng
Japaneseステータス
Suteetasu
Status
Korean속성
Sokseong
Attribute
SpanishAtributoAttribute
FrenchAttributAttribute
RussianАтрибут
Atribut
Attribute
Thaiค่าสถานะ
VietnameseThuộc Tính
GermanAttributAttribute
IndonesianStats
PortugueseAtributo
TurkishÖzellikAttribute
ItalianAttributo

Navigation