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RES is the actual resistance, the formula is: |
RES is the actual resistance, the formula is: |
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− | RES = |
+ | 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==== |
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+ | For '''characters''', there are some methods to increase resistances: |
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+ | *[[Protective Canopy]] |
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+ | *[[Potions]] |
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+ | **for example, [[Frostshield Potion]] can increase 25% Cyro resistance |
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+ | *[[Artifacts]] set bonus |
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+ | **for example, 2-piece [[Tiny Miracle]] can increase 20% All Elemental resistances |
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+ | *Talents |
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+ | **for example, [[Lightning Fang]] can increase 80% Electro resistance |
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+ | |||
+ | For '''enemies''', there are some methods to increase resistances: |
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+ | *Totems in [[Abyssal Domains]]. |
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+ | **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> |
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+ | *The elemental shield of [[Fatui Skirmishers]] |
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+ | **Fatui Skirmishers will get +100% All resistances bonus when they have elemental shields. |
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====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:
- 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.[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.
Template:References
- ↑ translated Mihoyo forum post and tested during Global CBT3
- ↑ translated or chinese Mihoyo forum post
- ↑ [https://docs.google.com/spreadsheets/d/1s0G2SDIOp9WB7NRn3ABoRgsS_Qjid46g1-BswFrbTFY/htmlview?usp=drivesdk&pru=AAABdV1bpG0*-g5FokaniOBhXzex6zRGqw# Google Sheets
- ↑ NGA forum post (Chinese)
- ↑ https://ngabbs.com/read.php?tid=23708327
- ↑ Chinese forum post
- ↑ Chinese forum post
- ↑ NGA forum post (Chinese)
- ↑ NGA forum post (Chinese), use Ctrl+F to search "元素精通" for fast positioning)
- ↑ NGA forum post (Chinese)
- ↑ Section Transformation Reactions and reddit
- ↑ tested in 1.0 version, Chinese forum post
- ↑ test
- ↑ NGA forum post (Chinese)
- ↑ NGA forum post (Chinese)
- ↑ Developers Discussion