Chapter 2 Complex Elemental Reactions
4.1 Brief Introduction
In the current version, there are some complex elemental reactions, such as the coexistence of elements and the simultaneous diffusion of wind. This article focuses on the coexistence of shock and freeze and the simultaneous diffusion of wind, and mentions the priority of wind elemental transformation in passing.
4.2 Three-element reactions in freezing
Units in the frozen state can still be attached to water/ice (residual reaction or new attachments after the reaction), which is called the Tibetan element, and the frozen element is called the frozen element. When the Tibetan element and the frozen element exist at the same time, there are the following rules for the reaction with the other elements.
4.2.1 Reaction law
Rule 1: The ice breaking reaction takes precedence over other reactions
Rule 2: Wind preferentially reacts to Tibetan elements
Rule 3: Fire and thunder react preferentially to the ice element, followed by the freezing element
Rule 4: React the hidden elements first, and the insufficient amount will be supplemented by the frozen elements. In the case of the first reaction of the frozen element, the insufficient amount will not be supplemented by the hidden element.
(The rock element will give priority to the crystallization of the elements after the ice is broken, and the water ice can still be replenished and frozen, these two situations are single and are no longer included in the law separately)
4.2.2 Supplements
1. According to the above law, it is impossible for a single lightning/fire attachment to trigger shock/evaporation on the frozen water storage unit without breaking the ice.
2. If the amount of Hidden Element is insufficient and some Frozen Element is consumed during the diffusion of Wind Element, if the Hidden Element is water, then this diffusion will trigger twice, once for the water diffusion of the Hidden Element, and once for the Ice Spread of the Frozen Element, which will cause two diffusion damage of one ice and one water to the diffused unit, and will cause ice water attachment but only one ice damage to other units affected by the diffusion (because the diffused water does no damage).
If the Tibetan element is ice, there is only one ice diffusion, because both ice and frozen are triggered by ice diffusion, so they are considered to be of the same origin.
4.3 Three-element reaction in electric shock
4.3.1 Reaction law
When the Shock Reaction resolves the coexistence of lightning/water and other reactive elements, the amount of lightning will be consumed first (regardless of the order in which the lightning and water are attached), and if the amount of lightning is not enough to react to all the trigger elements, the remaining amount of the trigger element will consume water and trigger the next reaction. (Similar to the first half of the law four in the above freeze)
4.3.2 Supplements
1. If the amount of Thunder is insufficient and some Water is consumed during the spread of Wind Element, this spread will trigger two damages, one for the spread of Thunder and one for the spread of Water.
2. If the fire triggers both overload and evaporation, it will normally cause overload damage, and the damage of the fire itself will also be increased according to the evaporation multiplier. Only triggering an overload will also deal damage normally.
3. If ice triggers superconductivity and freezing at the same time, although superconductivity is triggered, it will not cause superconducting damage, and freezing can still be carried out normally. If only superconductivity is triggered, superconducting damage will be dealt normally.
4. When the rock element is crystallized, no matter whether the amount of lightning element is sufficient or not, only one thunder chip will be produced and no crystal will be produced.
4.4 Simultaneous diffusion of wind and elemental transformation priority
4.4.1 What is simultaneous diffusion
When there is a coexistence of elements in a unit or multiple units have elements attached to each other, at this time, the diffusion reaction is triggered by wind on the unit or on multiple units with elements attached at the same time, and the attachment of the diffusion elements will be disordered, that is, the system cannot judge the order of attachment of these diffusion elements, and can only be counted as simultaneous attachment. In this case, there will be issues such as the Shock Reaction not starting and the Amplification Reaction not increasing the magnification.
4.4.2 Superposition of the same element with simultaneous diffusion
At present, after rough testing, it seems that the superposition of the same element of simultaneous diffusion will not be superimposed, but a small number of diffusion elements are selected separately for attachment, and the decay rate is simply the attenuation rate of the selected and attached diffusion elements.
4.4.3 Simple reaction of simultaneous diffusion
In its simplest case, it refers to a single reaction that occurs when two reactive elements are diffusion attached to a third unit to which the element is not attached first. Due to the simultaneous attachment, the two elements cannot distinguish the order, so both elements have the possibility of residue, both are calculated according to the amount of attached elements, and more remains. However, at the same time, there are also the anomalies mentioned above, such as fire, water, and fire and ice attached at the same time, and the amplification reaction will not increase the amplification rate regardless of which elemental damage; If the thunder water is attached at the same time, the shock reaction will not be triggered, and the two elements will always remain in a state of coexistence and attachment. Reactions such as freezing and overloading can be triggered normally.
4.4.4 Complications of simultaneous diffusion
As for other more complex cases, such as three elements being attached at the same time, or two elements being attached at the same time and other elements were previously attached to the attached unit, such complex cases have not been tested in depth, and the test is too difficult and not practical.
4.4.5 Wind Element Transformation Priority
Some Wind Elemental Skills can contaminate other elements for elemental transformation, and when multiple elements are found at the same time, the transformation of the elements will be judged according to a specific priority, and the conversion will be given priority to the high-priority element.
Traveler's (Wind) elemental conversion priority is: Ice (Frozen> Fire> Water> Thunder
The other Wind Elemental characters have the following elemental conversion priorities: Fire> Water> Thunder> Ice (Frozen)
5.1 Broken Shield/Armor
In Genshin Impact, for example, the Mage Invincible Shield and the Fatui Damage Reduction Armor, the shield breaking value is calculated as a comprehensive calculation of elemental consumption + damage + icebreaker/rock additional element consumption, and the consumption will be affected by the separate setting coefficient and elemental restraint. Damage Reduction Armor is immune to all damage based on elemental consumption only, so the following test is performed on Trick Flower's Ice Armor without the effect of Ice Breaking.
5.2 How to get a decay image
On the premise of knowing some of the above contents, the Ice Deception Flower was selected as the test object, and the 9.5s lightning element broke half of its ice armor in advance, and the 12s thunder element was broken at once, that is, the armor-breaking value of the 12s thunder element was twice that of the 9.5s thunder element. In the official test, the thunder element was attached to the ice armor before tricking the flower into putting on the ice armor, and the elements that had been decayed were reacted with the ice armor at this time. It is not difficult to find that the armor-piercing value decreases with the increase of attachment time according to a certain law. The above image is obtained by calculating the amount of elements corresponding to the decay by the ratio of attenuation to full armor penetration.
Introduction to the relevant mechanism
(1) Adhesion cooling
1. Attach the cooling system
The Attachment Cooldown System is a control system that affects the amount of attack elements, and controls the amount of elements that a character's attack actually applies based on the number and duration of attack hits.
Control by number of hits: In general, every 2 attacks, the corresponding attack can apply attachment or trigger reactions.
In this way, the amount of elements actually applied is adjusted according to the count of the number of attack hits
Amount of Elements Actually Applied = Amount of Elements Attacked × Attachment Cooldown Coefficient
For example, in general, the 1st, 4th, 7th, 10th 、... When counting, the attachment cooling coefficient = 1, that is, the actual amount of elements applied is equal to the amount of elements that attack the original;
2nd, 3rd, 5th, 6th, 8th, 9th 、... When counting, the attachment cooling coefficient = 0, i.e. the amount of element actually applied is adjusted to 0.
Control by time: Normally, every 2.5 seconds, the corresponding attack count is reset.
In this way, the counter of the number of attack hits is reset based on the elapsed time
For example, in general, the system records the start time of the round of counts from the first count.
If the elapsed time is ≤ 2.5 seconds, the original count is maintained;
If the elapsed time > 2.5 seconds, the count is reset.
Note: (1) Stuck meat does not slow down the timing of attachment cooldown.
(2) In single-player mode, pausing the game will pause the timer with the attached cooldown
2. Cooling label and cooling group
In the attachment cooling system, the attachment cooling is controlled by cooling labels and cooling groups for a variety of attacks.
Cooldown Label: Determines the attachment cooldown usage for an attack.
Cooldown group: Determines the amount of attachment cooldown control for an attack.
Whether or not to use cooldown for a single attack depends on whether the attack has a label or not.
Labeled: Indicates that this attack uses attachment cooldown.
No Label: Indicates that this attack does not use attachment cooldown.
For multiple attacks with cooldown tags, whether a set of attachment cooldowns is shared depends on whether the tags are the same and whether the groups are the same.
Same tag, same group: Indicates that these attacks share a set of attachment cooldowns.
Otherwise: Indicates that these attacks do not share a set of attachment cooldowns.
Other cases refer to: (1) different labels, the same group; (2) Same label, different groups; (3) Different labels, different groups
Note: Untagged attacks are not included in the comparison.
For the control amplitude of the adhesion cooling, two parameters in the cooling group are considered
Reset Time Limit: Determines how long each round count is retained.
Elemental Quantity Control Method: Determines the amount of elemental amount actually applied to the corresponding attack.
3. Discussion of cooling sharing
According to the corresponding mechanism and actual tests, it can be found:
Cooling is shared in the following situations:
(1) The same attacker uses the same attack against the same defender consecutively, and these attacks share a cooldown
For example, all of Sugar's basic attacks share a cooldown.
(2) Multiple attacks by the same attacker against the same defender using the same tag, and these attacks share cooldown.
For example, Klee's basic attacks and combat skills will share cooldowns.
Cooling is not shared in the following situations:
(1) For the same attacker, use multiple attacks with different tags, which do not share cooldown.
For example, Keqing's Elemental Skill and Elemental Burst are calculated separately.
(2) Multiple attackers attack the same defender, and each attacker does not share a cooldown.
For example, Fischl's skill and Yae Miko's skill attack the same hilichurl are counted separately for these two attacks.
(3) The same attacker attacks multiple defenders, and each defender's attack does not share a cooldown.
For example, Childe's ultimate range damage attacks multiple hilichurls, and the cooldown is calculated separately for each hilichurl's attack.
4. Determination of attack count
About the count of attack hits:
(1) Under normal circumstances, a damage number corresponds to an attack, and a hit increases the count by 1.
(2) For an attack with multiple attacks, each attack hit increases the count by 1.
For example, if some characters have 2 attacks in a basic attack, then that basic attack can increase the count by 2.
(3) For summons with attack ability, their attack hits will also increase the count.
These attacks include the jade produced by the Condensing Basic Attack, the Rain Sword produced by Xingqiu's ultimate, the magic ball shot by Oz in Fischl's combat technique, Zhongli's Rock Ridge Resonance, and the jellyfish in the heart of the Sango Palace.
5. Other supplements
Actual element application frequency:
The actual elemental application frequency is affected by a variety of factors, such as attachment cooldown, attack trigger cooldown, attack speed, etc
Many attacks have an attack trigger cooldown,
For example, the Rain Sword attack of Xingqiu Elemental Burst has a cooldown of 1 second;
Raiden Shogun's Elemental Skill's Coordinated Attack, Attack Trigger Cooldown is 0.9 seconds;
Attack speed mainly affects the frequency of normal attacks, which in turn affects the frequency of some characters applying elements through normal attacks in corresponding situations
For example, Kokokomi's normal attack, Hu Tao's normal attack in the combat skill state, and Xiao's ordinary attack in the burst state
Elemental Enchantments for Conventional Weapons:
In fact, most elemental enchantments for basic attacks or heavy attacks are achieved by modifying elemental attributes.
In the game system, physics is a "nothing" element. In physical attacks, although there is also a corresponding amount of element, it does not provide attachment.
The character skill applies a regular enchantment to the corresponding weapon, which changes the elemental attribute of the corresponding attack from "none" to "corresponding element", while the elemental value remains the same.
For example, if the Heavy Cloud skill enchants a melee character's weapon, the elemental attributes of the basic attack and heavy attack in the melee character will change from "Physical" to "Ice", while the elemental value remains the same.
But there are a few details to note:
(1) Elemental enchantments for basic attack or heavy attack only modify elemental attributes, and do not modify other parameters, including cooldown tags and cooldown groups
For example, in the ice enchantment on heavy clouds, the attachment cooldown is still calculated according to the original cooldown group of the basic attack
(2) The act of Elemental Enchantment does not erase the count of attack hits.
For example, before the Ice Enchantment on Heavy Clouds, an enemy had already been slashed 1, and the count became 1. After enchanting, slash the same enemy 1 more time, and the count becomes 2, according to the default group, it is now on attachment cooldown, and cannot be attached.
Air Fall Attack:
For falling attacks in the air, the elemental amount is 0. If the attack elemental amount is 0, it cannot be attached.
And the shock wave after landing, whether from low altitude or high altitude, has an elemental amount of 1 and can be attached to it.
The non-damage attack when Hu Tao and Yoimiya have their skills activated:
These attacks are elemental, but have 0 elemental amounts, so they cannot be attached.
The word reaction reads:
When triggering the same type of reaction multiple times, if the time interval between the two reactions is too short, the words corresponding to the second reaction will not be displayed, but the second reaction will be calculated normally.
It is estimated that in order to prevent too much text from affecting the visual effect, the designer added a frequency limit to the display of the reaction word. However, this feature does not affect the normal calculation of each reaction.
(2) Cooling of part of the reaction
The theory is not yet perfect and will be revised in the future depending on the situation
1. Upheaval Reaction's damage cooldown and common cooldown
There are two types of cooldowns for the Upheaval reaction, damage cooldown and common cooldown.
For damage cooldown,
Superconductivity, Ice Crushing, and four types of diffusion, dealing only 2 damage every 0.5 seconds
Overload and Shock, dealing only 1 damage every 0.5 seconds
For public cooling,
For the same attacked defender, there is a public cooldown that triggers in response to the upheaval.
The common cooldown of Crushed Ice is 0.2 seconds,
The common cooling for overload, superconductivity, and all four diffusions is 0.1 seconds. Different diffusion reactions share diffusion for common cooling.
2. Discussion of the sharing of damage cooldowns in upheaval
According to the corresponding mechanism and actual tests, it can be found:
Cooling is shared in the following situations:
(1) Multiple attacks by the same response to the same defender by the same attacker, and these attacks share a cooldown
For example, Bennett uses his skills to trigger an overload on 2 large Thunderslimes at the same time in a short period of time, and both large Thunderslimes can only take damage once.
Note: Upheaval reactions are divided into the following categories:
Superconductivity, ice crushing, overloading, electric shock, fire diffusion, water diffusion, lightning diffusion, ice diffusion
Cooling is not shared in the following situations:
(1) The same attacker, against the same defender, using multiple upheaval reactions to the attack, these attacks do not share cooldown.
(2) Multiple attackers attack the same defender, and each attacker does not share a cooldown.
For example, both Xiangling and Bennett trigger Overload to attack large Thunder Slimes, and the cooldown of the damage of the two overload reactions is calculated separately.
(3) The same attacker attacks multiple defenders, and each defender's attack does not share a cooldown.
3. Shocked: Attack that deals damage over time triggers a cooldown
When the Shock reaction is triggered, the system will apply an Shock to the target, dealing a Shock damage. It will continue to deal damage in the future.
For DoT damage, the cooldown of Shock Damage DoT Attack is 1 second, and the actual cooldown duration is extended by Jam.
For conduction damage (i.e., the target is shocked and deals damage to a nearby ally), each target can only take 1 conduction damage in 1 second, and the actual cooldown duration will be extended by the jamming.
For example, a large Water Slime is flanked by two Water Slimes that are in a state of Shock. When these two Water Slimes take Shock damage, the Large Water Slimes can only take 1 Conduction Damage.
4. Common cooling of crystallization reactions
For the same attacked defender, there is a common cooldown triggered by the corresponding crystallization reaction.
The trigger cooldown for the four crystallization reactions is 1 second. Different crystallization reactions share common cooling of crystallization.
5. The attack of the plot reaction triggers a cooldown
The damage dealt by the tile reaction also has an attack trigger cooldown
The following are the attack trigger cooldowns for the corresponding tile reactions
Grass burns in 0.25 seconds
The water body is electrosmetic for 2 seconds
The fire source (campfire, etc.) burns for 0.5 seconds
Tile overload is 0.01 seconds
Plot superconductivity is 0.01 seconds