Genshin Impact Wiki
Genshin Impact Wiki
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RES is the actual resistance, the formula is:
 
RES is the actual resistance, the formula is:
RES = Initial Resistance - Resistance Reduction Debuffs%
+
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.
 
This formula applies to both characters and enemies. For enemies, '''Enemy RES%''' is standing for the damage reduction multiplier of the enemy's resistance.
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|In Phase 3, +70% Elemental RES to both Hydro attacks and Electro attacks.
 
|In Phase 3, +70% Elemental RES to both Hydro attacks and Electro attacks.
 
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  +
  +
====Resistance Bonus====
  +
For '''characters''', there are some methods to increase resistances:
  +
*[[Protective Canopy]]
  +
*[[Potions]]
  +
**for example, [[Frostshield Potion]] can increase 25% Cyro resistance
  +
*[[Artifacts]] set bonus
  +
**for example, 2-piece [[Tiny Miracle]] can increase 20% All Elemental resistances
  +
*Talents
  +
**for example, [[Lightning Fang]] can increase 80% Electro resistance
  +
  +
For '''enemies''', there are some methods to increase resistances:
  +
*Totems in [[Abyssal Domains]].
  +
**For example, in level IV Hidden Palace of Zhou Formula, the buff from the Pyro totem can give +100% Pyro resistance bonus to on-field enemies.<ref>[https://bbs.nga.cn/read.php?tid=24079044&_fp=2 NGA forum post (Chinese)]</ref>
  +
*The elemental shield of [[Fatui Skirmishers]]
  +
**Fatui Skirmishers will get +100% All resistances bonus when they have elemental shields.
   
 
====Resistance Reduction====
 
====Resistance Reduction====

Revision as of 14:45, 2 December 2020

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.

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).

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

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.

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.

Currently known Total ATK calculation method [1]:

Total ATK = [(Character's Base ATK + Weapon ATK) × (1 + Weapon ATK% bonuses + Artifact ATK% bonuses)] + Artifact ATK flat bonuses

Defense

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.

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 [2]:

Damage = Unit Attack Power × (e-Target Defense / (Level×4+225) + 0.01 × Level)

However, it has also been claimed that differences in level between attacker and defender also affect final damage by the relation [3]:

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 [4]:

 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.

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)]

Template:HideList For both characters and enemies, the formulas of damage reduction for DEF is [5]:

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)]

Template: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 [6]:

Formula Interval

RES < 0

0 ≤ RES < 0.75

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 [7]:

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%
Whopperflower 35% 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
Regisvine 110% 130% +60% Elemental RES to corresponding element
All RES -100% when stunned
Dvalin 10% 10%
Andrius 10% 10% Immune to Anemo and Cryo attacks
Tartaglia 0% 0% In Phase 1, +50% Elemental RES to Hydro attacks.
All RES -30% when stunned
In Phase 2, +50% Elemental RES to Electro attacks.
All RES -50% when stunned
In Phase 3, +70% Elemental RES to both Hydro attacks and Electro attacks.

Resistance Bonus

For characters, there are some methods to increase resistances:

For enemies, there are some methods to increase resistances:

  • Totems in Abyssal Domains.
    • For example, in level IV Hidden Palace of Zhou Formula, the buff from the Pyro totem can give +100% Pyro resistance bonus to on-field enemies.[8]
  • The elemental shield of Fatui Skirmishers
    • Fatui Skirmishers will get +100% All resistances bonus when they have elemental shields.

Resistance Reduction

Enemy resistance can be reduced through various methods:

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

Elemental Mastery

Elemental Mastery is a measure of how powerful elemental reactions created by your character will be. These elemental reactions include Vaporize, Melt, Overloaded, Superconduct, Electro-Charged, 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.

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.

The damage from Superconduct, Swirl, Electro-Charged, Shattered, and Overloaded increase with Elemental Mastery and Level only - attack does not matter !

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.

Elemental Mastery Formula

The higher a character's elemental mastery, the stronger the elemental energy that can be released.

  • Increases damage caused by Vaporize and Melt by X%
  • Increases damage caused by Overload, Superconduct, Electro-Charged, Shattered, and Swirl by Y%
  • 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 (tested up to 266EM)
    • X = 0.197 × EM × e-(0.00063×EM)
    • Y = 0.472 × EM × e-(0.00063×EM)
    • Z = 0.315 × EM × e-(0.00063×EM)
    • Alternative polynomial formula closely matching the above behaviour confirm the same mutliplier/EM relationship [9]


An empirical formula (tested up to 1053EM) for elemental mastery formula is [10]:

M = k × EM × (25 ÷ 9) ÷ (EM + 1400)
  • M is the bonus from Elemental Mastery
  • k is a coefficient.
    • 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 [11]:

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) [12]

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. [13] Template:HideList

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

Template:HideList/End

Template:HideList

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

Template:HideList/End

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

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.

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%.

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.

Critical Rate

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.

At critical rates at or above 100% attacks give a critical hit every time. [14]

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.[15]

For Total Shield DMG Abosrption, the formula is[16]:

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%)
  • 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.
    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.

When a character has more than one shield, the DMG dealt by an enemy will affect every active shield simultaneously.[17]

Damage Bonus

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.

Damage Resistance

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.

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