GenshinCombat

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This page contains information about the combat system of the computer game Genshin Impact.

I extracted the notes on this page mostly from The Genshin Impact wiki. They are learning notes I use as personal reference, so they are probably not very useful for anyone but me.


Attacks

Attack types

  • Normal attack - Press.
  • Charged attack / Aimed shot - Press and hold.
  • Plunge - Pressing the normal attack button while in mid-air.
  • Elemental Skill - Costs no energy but has a cooldown. Some skills allow to press and hold for a different effect.
  • Elemental Burst - Costs energy and has a cooldown.


Elemental Mastery

References:

  • Elemental Mastery is relevant only for the character that triggers an Elemental reaction.
  • Elemental Mastery is not relevant for physical DMG.


Damage

References


Basic principles

The basic principles of how damage is calculated in Genshin Impact are these:

  • The damage calculation is done using the stats of the character who "owns" the skill that deals the damage.
  • This is true even if the owning character is off-field.
  • Most of the time the stat values that are effective at the time the damage is dealt are used for the calculation.
  • As a consequence, if a skill has a duration and hits multiple times, then each hit can deal different amounts of damage because the skill owner’s stats can fluctuate over time.
  • In some special cases (e.g. Xiangling’s burst), though, a snapshot of the stat values is taken at the moment the skill is triggered, and then that snapshot values are used for the entire duration of the skill’s effect.


On SharkH3art’s Discord channel I received the following feedback that supports the above:

  • Answer 1 (to my previous question how damage calculation works): Let’s take Yelan as an example: If you use her burst and swap off of her, and then normal attack on a different character, the hydro projectiles you see flying off will be considered as Yelan‘s damage and thus also calculated with her stats.
  • Answer 2: Elemental reactions are always calculated with the stats of the "triggering character", what this means is the character that "owns" the attack that causes the reaction. So if Yelan’s burst triggers vape while someone else is on field it will also still use her stats for the reaction.
  • Follow-up question by me: So if we make another example: Xiangling is on the field. She triggers Pyronado. Some other character becomes the on-field character. There is one enemy which has no element applied. Pyronado hits the enemy. With your explanation I would assume that it is Xiangling’s stats that are used to calculate the damage (even though there’s no elemental reaction involved). Did I get that right?
  • Answer to follow-up question: Yes exactly! As long as the damage is done by her pyronado it will use her stats, doesn’t matter if it triggers a reaction or not.


Damage calculation

The basic procedure to calculate damage is this:

  • Base DMG
    • Amount of damage
    • Calculated by Ability * Stat
    • Usually Stat = ATK, but some abilities scale with DEF, Max HP or EM
  • Base DMG Multiplier
    • Factor applied to Base DMG
  • Additive Base DMG Bonus
    • Flat amount of damage added to the result of Base DMG * Base DMG Multiplier
    • This happens for elemental reactions that are Catalyze Reactions: Spread and Aggravate.
  • DMG Bonus Multiplier
    • Factor applied to the result so far
    • Factor = DMG Bonus - DMG Reduction
    • The attacker has several DMG Bonus values, one for each damage type (e.g. Physical DMG, Pyro DMG, etc.).
    • The DMG Bonus value to use is determined by the damage type.
    • DMG Reduction of the target is subtracted from the DMG Bonus value.
  • DEF Multiplier
    • A complicated formula based on the DEF value of the attack target is used to calculate a damage reduction factor.
    • The damage reduction factor is then applied to the result so far.
  • RES Multiplier
    • The attack target has several RES values, one for each damage types (e.g. Physical DMG, Pyro DMG, etc.).
    • The RES value to use is determined by the incoming damage type.
    • A complicated formula based on the RES value is used to calculate a damage reduction factor.
    • The damage reduction factor is then applied to the result so far.
  • Amplifying Multiplier
    • Factor applied to the result so far.
    • This happens for elemental reactions that are Amplifying Reactions: Vaporize and Melt.
  • CRIT DMG multiplier
    • Factor applied to the result so far if the damage scores a critical hit.


Transformative Reactions

References:


Notes:

  • Transformative Reactions deal additional elemental damage when triggered.
    • Damage calculation is done somewhat differently than outlined above.
    • The exact formula is on the wiki page.
  • Reactions are
    • Electro based: Overloaded, Electro-Charged, Superconduct
    • Anemo based: Swirl
    • Pyro-based: Burning
    • Dendro based: Bloom, Hyperbloom, Burgeon
    • Shattered
  • Scaling
    • Does not scale with ATK of the character that triggers the reaction
    • Instead scales with
      • Character level
      • Elemental Mastery
  • Reduction
    • Is not reduced by DEF
    • Is reduced by RES
  • Normally does not score critical hits, except if some special effect takes hold.


Swirl

References:


Notes:

  • Swirl occurs when the Anemo element is applied to a target that is already affected by one of these elements
    • Pyro
    • Hydro
    • Electro
    • Cryo
  • Swirl deals damage of the non-Anemo element type to the target
  • Swirl also applies the non-Anemo element of the target to secondary targets in an AoE radius. If these secondary targets are already affected by another element, then a secondary reaction occurs.
  • In both cases, the damage dealt scales with the Anemo character’s stats:
    • Character level
    • Elemental Mastery
  • Nothing except these two stats has any effect on the damage triggered by Swirl. Notably, elemental DMG bonus from artifacts has no effect.


Elemental Absorption

References:

  • Some Anemo abilities (e.g. Kazuha’s Elemental Skill and Elemental Burst) absorb one of the elements that they come into contact first: Pyro, Hydro, Electro, Cryo
  • The ability is then considered infused with that element.
    • Not to be confused with Elemental Infusion!
  • The ability then may deal damage of the absorbed/infused element’s type, or have some other effect based on the absorbed/infused element’s type.
  • Unlike with Swirl, damage dealt by Elemental Absorption is normal damage that is affected by the regular stats.
  • If multiple elements are present, then the priority is this:
    • Anemo traveler: Cryo > Pyro > Hydro Electro
    • Other characters: Pyro > Hydro > Electro > Cryo
    • So Cryo is either first or last.


Other stuff

  • True DMG: Damage that ignores DEF, RES and DMG Reduction. Does not ignore Shields.
  • HP Loss: This is not considered damage at all.
  • Bow damage dropoff: Factor applied to the final calculated damage for aimed shots. The farther an arrow travels the bigger the factor. Only applies to shots that take longer than 0.7 seconds.


Energy

References


Basics

  • Each character’s Elemental Burst requires a certain amount of energy. The amount varies from character to character. The wiki page has a list of Energy costs for each character.
  • Energy is recharged in number of ways:
    • Picking up Elemental Particles and Elemental Orbs that are generated during a fight.
    • Normal attacks.
    • Direct recharge by artifacts (e.g. 4-piece Exile artifact set) and other sources.
  • The Energy Recharge% stat provides a boost to how much energy is gained from particles/orbs.
    • Energy Recharge% has no effect on Energy generated by normal attacks.
    • Energy Recharge% also has no effect on Energy provided directly by other sources such as artifacts.
    • The Energy Recharge% stat value starts at 100%. In order to gain double the amount of energy a character would have to have a stat value of 200%.
  • SharkH3art’s rule of thumb for Energy Recharge%
    • On-field DPS => Burst cost / 2
    • Off-field DPS => Burst + 0-20%


Elemental Particles and Orbs

Elemental Orbs provide 3x more energy than Elemental Particles.

Picking up particles/orbs happens automatically

  • After they are generated the particles/orbs fly towards the active character and when they reach the character they are picked up automatically.
  • The time a particle/orbs takes to reach the character can be used to switch characters so that the receiving character is not the same who generated the particle.

Receiving energy

  • All team characters gain energy when a particle/orb is picked up.
  • The active character gains more energy than the inactive characters. The more characters that are in a team the less energy each inactive character gains.
    • The percentages are 0.6 / 0.7 / 0.8 when the team consists of 4 / 3 / 2 characters.

Elemental charge

  • Particles/orbs may be "elementally charged", meaning they may match a particular element.
  • Elementally charged particles/orbs provide 3x more energy to characters who have the same elemental alignment.

Generation

  • When enemies’ HP drops to certain thresholds
    • The type of enemy determines whether the generated particles/orbs are elementally charged, and which element they are charged with.
  • When enemies are hit by Elemental Skills
    • The particles/orbs are always elementally charged, and the element of the Elemental Skill determines the element the particles/orbs are charged with.
    • The wiki page has an extensive list of how much Energy is generated by each character’s Elemental Skill.
  • When an effect by some other source comes into play.
    • These are too numerous to list. See the wiki for more details.


Normal attacks

  • Each normal attack has a probability to generate 1 Energy for the active character only.
  • Each time an attack fails to generate Energy the probability increases.
  • The base probability and the probability increase varies with the weapon type.
  • The wiki page has a table with all the probabilities listed per weapon type.


Shields

References


Enemy shields

Shield types

  • Force Shield: Fully protects the enemy from all damage, from all directions. Example: Abyss Mage.
  • Armor Shield: Increases the RES of the enemy but does not fully protect the enemy from all damage. Example: Fatui Skirmishers.
  • Guard Shield: Fully protects the enemy from all damage, but only from limited directions. Example: Mitachurls.
    • The shield is a separate entity from the enemy that owns it.
  • Object Shield: Objects that do not protect the enemy at all, but are infused with an elemental aura. Example: ?
    • The shield is a separate entity from the enemy that owns it.

Shield strength/durability

  • A Shield’s strength, or durability, is measured in "gauge units".
  • The details are incredibly complicated - see the wiki page.

Breaking a shield

  • Elemental reactions
    • This is by far the most efficient way to break a shield.
    • The shield’s element vs. the element applied by the reaction determines the effectiveness of the effort.
  • Some shields only: Normal damage.
    • Some shields are immune to certain types of damage, or will regenerate if not attacked quickly enough.
  • Only Geo and Cryo Shields: Poise damage.