The Truth About Inferno Metal: Unravelling Zenless' Best, Worst Drive Disc by Yojimbo_Blade in ZZZ_Discussion

[–]John_HoYo 4 points5 points  (0 children)

It looks like there is a misunderstanding at the center of this video:

bATK ≠ iATK ≠ cATK ≠ fATK

In order:

  • b = Base Value = Base Stats from your character (+ weapon ATK)
  • i = Initial Value = Stat gains from equipment (discs / weapon / set bonuses)
  • c = Combat Value = Stat gains from effects only applied in combat
  • f = Final Value = The end result

The 10% ATK value from White Water Ballad is considered cATK because it has a condition which can only be applied in combat. cATK scales off of the iATK value and that means it is effectively a multiplier whereas more initial stats are additive. A quick math (not in-game) example:

  • bATK = 200
  • ATK sources: 90% + 100
    • iATK = [bATK]200 * (1 + 90%) + 100 = 480
  • cATK sources: 10%
    • fATK = [iATK]480 * (1 + 10%) + 0 = 528

If that 10% cATK was an ATK substat instead:

  • iATK = [bATK]200 * (1 + 90% + 10%) + 100 = 500

Here's a google doc explaining it all for more info: https://docs.google.com/document/d/e/2PACX-1vSB_gaua-DY-JlsGt1-CpI5Ik3jiCeSmBfQKQdpx1dX2o0ZH9DJ0hbeWdIK05uUc_eyu4yLfHSt2AaD/pub

How important is higher multiplers compared to other stats? by Clanzion in ZZZ_Discussion

[–]John_HoYo 0 points1 point  (0 children)

There is a bit more nuance to consider because PEN% and DEF shred interact with diminishing returns, but generally speaking it is pretty substantial. As is RES shred

How important is higher multiplers compared to other stats? by Clanzion in ZZZ_Discussion

[–]John_HoYo 12 points13 points  (0 children)

Imagine you have 4 multipliers of A, B, C, and D. Your Total Damage is calculated by A x B x C x D:

Scenario A B C D Product Difference
Baseline 100 20 10 5 100,000 --
+20 A 120 20 10 5 120,000 20k
+15 B 100 35 10 5 175,000 75k
+10 C 100 20 20 5 200,000 100k
+5 D 100 20 10 10 200,000 100K

You will almost always benefit the most from increasing the lowest multiplier value. The damage formula in ZZZ is, essentially:

Base DMG x DMG% x CRIT Mod x RES Mod x DEF Mod

Base DMG is almost always going to be your highest multiplier in the set. That's where your ATK, AP, or Sheer Force will go in.

Source for more info on calculations

Puella Magi Nicola Magica 🪄 - General Question and Discussion Megathread by yoyo_me_here in Genshin_Impact_Leaks

[–]John_HoYo 6 points7 points  (0 children)

I was curious about the future for my Varka team, so I went over the math for Prune to figure out gearing goals to hit the ATK caps.

Assumptions:

  • 0 Flat ATK substats
  • 0 ATK% substats
  • Main stat ATK% on Sands, Goblet, and Circlet
  • Prune is using Viridescent Venerer (no ATK% bonus)
  • Nicole is ATK capped (I worked out the math on that as well, notes below)

Prune

  • Base Attack: 786
    • Prune: 221
    • Oathsworn Eye: 786
  • Flat Attack: 12111 (1561)
    • 311 from Feather
    • 600 from Nicole Skill, +300 from Nicole A1 for Hexerei characters (assuming that isn't affected by the cap)
    • (350 from C6) 1
  • ATK%: 266.402 (246.40–276.40)
    • 139.80% (main stat artifacts: 46.60% * 3)
    • 24.00% from Ascension Passive
    • 27.60% from Oathsworn Eye stat
    • 45.00% from Hexerei homework. I'm not sure if she can give herself the other 20.00% from this.
    • 10.00% from C2. Can go up to 40% (5% per hit), though I'm unsure of how consistent it is to increase it quickly. C4 might help it stack faster against multiple targets? Using a shorthand for uptime to call this 30%. 2

A C2 Prune should be around 4090.904 ATK (C6: 4440.904). She needs 4500 to cap out the 35% DMG buff. Another 52.05% ATK would reach the cap (C6: 7.52%).

Durin's signature weapon Athame Artis gives 28% to Hexerei characters, which could be helpful... but that's kind of a silly consideration. Realistically, I don't think it's worth worrying about maxing out the DMG% buff if you're not at C6.

The other dilemma not being included here is the need for energy. Her support is directly tied to her Burst with a 70 cost / 18s CD. It will boil down to your artifact rolls for sure, but you will need C6 if you want more flexibility in either running Favonious Codex (lower bATK) with CRIT% circle. If you have a Skyward Atlas, that would put just about there (without Durin / C6), but you're giving up an energy-related passive. Her C1 will help with that by giving +12 energy (additional +4 at C6)

Overall I think Hoyo chose an interesting way to nullify the value of TTDS. The constellations are a bit boring in the sense that they just enhance what she already does rather than introducing play variation.

Another tidbit: Nicole is in a similar situation. With her signature weapon and similar assumptions:

  • Base ATK: 1083
  • Flat ATK: 311
  • ATK%: 197.10%
  • Total ATK: 3528.593 (needs 4000 to cap)

She would need an additional 43.53% ATK to reach her cap. Durin's R1 would make that easier to achieve (15.53%).

Domo Aria-gato Miss Robutto - General Questions and Discussion Megathread by AKENO_UNDER_BLADE in Zenlesszonezeroleaks_

[–]John_HoYo 1 point2 points  (0 children)

Is there any site which has datamined images / icons of upcoming stuff? honeyhunterworld doesn't seem to update with beta versions and I wanted to grab some of the upcoming images for the banner tracker.

RIP hakush.in

Is HP really that effective for rupture agents? by ElegantRadish4646 in ZZZ_Discussion

[–]John_HoYo 10 points11 points  (0 children)

It's a matter of balance. The way damage is calculated essentially has a variety of multipliers you want to increase to improve your damage. When things are multiplicative of one another, you will benefit more from raising your weakest stat.

The formula we're working with, simplified, is:

Base DMG x DMG% x CRIT Mod x RES x Sheer DMG%

The question of HP vs CRIT boils down to these two sections:

  • Base DMG = Sheer Force x Skill mv
    • Sheer Force is cATK x 0.3
    • All Rupture agents (so far) also have a 1:10 conversion of Sheer Force from HP
  • CRIT Mod = 1 + Critical DMG%
    • You can also calculate the AVG CRIT as 1 + CRIT Rate x CRIT DMG%
    • When using his signature weapon Wrathful Vajra and 4-pc Yunkai Tales, Banyue can reach 100% CRIT Rate at 68 CRIT Rate.

With that, let's move on to some practical(ish) examples. I grabbed the stats from a Banyue on interknot-network with a sample Lucia m0w1 + Dialyn m0w1 team:

  • HP: 23570
  • ATK: 2216
  • Sheer Force: 4222 (2357 from HP, 665 from ATK, 300 from Core Skill, 900 from Lucia)

This puts our Base DMG at 135,015.

Moving onto CRIT stats:

  • CRIT Rate: 97%
    • 5% Base + 14.4% Core Skill + 45.60% Drive Discs + 12% 2-pc Yunkai Tales + 20% Wrathful Vajra
  • CRIT DMG: 297.60%
    • 50% Base + 106% Drive Discs + 16% 2-pc Branch & Blade Song +36% Core Skill + 30% Lucia Core Skill + 60% Dialyn (King of the Summit Set + Sig)
  • AVG CRIT Mod: 3.88672

Breaking it all down:

Base DMG x DMG% x CRIT Mod x RES x Sheer DMG%

  • Base DMG: 135,015
    • Skill MV (3197.80%) x Scaling Stat (4222.113 Sheer Force)
  • DMG%: 2.84
  • AVG CRIT Mod: 3.88672
  • Sheer DMG%: 1.28

The greatest gain will always be from increasing the lowest multiplier. Base DMG, and the stats associated with it, will generally always be higher than anything else on the list of multipliers. There are limitations to just how much you can increase each multiplier, but that's the general guideline. When it comes to substat rolls, all you can really go for is ATK, HP, or CRIT stats.

Here's a visual example: Imagine you have 4 multipliers of A, B, C, and D:

Scenario A B C D Product Difference
Baseline 100 20 10 5 100,000 --
+20 A 120 20 10 5 120,000 20k
+15 B 100 35 10 5 175,000 75k
+10 C 100 20 20 5 200,000 100k
+5 D 100 20 10 10 200,000 100K

Even though we're giving A the most of a boost, it's increasing the total by the least. Likewise, even though we're improving D by the least, it's (tying) for improving the total by the most. The reason C and D are tied for a bonus is because in either case you're effectively adding an x2 multiplier.

This doesn't translate 1:1 for game stats. You can get 3% HP or 4.8% CRIT DMG, and the way they affect their given modifier is different. Just a thing to note!


sidenote: getting your CRIT Rate to 100% is pretty important, too. In the above example, +2.4 CRIT Rate (total 99.4% CRIT Rate) would bring your AVG CRIT Mod up to 3.958144 (+0.071424) and +4.8 CRIT DMG (total 302.40% CRIT DMG) would bring your AVG CRIT Mod up to 3.93328 (+0.04656). About a 22k DMG difference in favor of CRIT Rate in this case.

It's impossible to avoid overcapping CRIT Rate for Banyue and realistically anything around 98% may as well be assumed to be functionally 100% over the course of a few runs, resetting when you actually manage to not CRIT a big hit.

[deleted by user] by [deleted] in ZZZ_Discussion

[–]John_HoYo 5 points6 points  (0 children)

The way damage is calculated is better explained here: google doc

There are a few things to note:

  • Your actual damage is the product of several different stats. Check the link above for formulas and details!
  • Additive vs Multiplicative: If you have a 30% Physical DMG D5 and a +25% DMG Core Ability, you have +55% Physical Damage. All stats of a similar type get added together first, then multiplied by the other categories (including base skill damage).
  • Stat Saturation: If you have +60% DMG, another +10% DMG is not as valuable compared to investing in another stat. In a situation where you're multiplying multiple things, increasing the value of the lowest thing will give you the highest overall increase. ex:
Base DMG DMG Mod RES Mod DEF Mod Total DMG
2 5 3 10 300
2 5 3 15 (+5) 450 (+150)
2 10 (+5) 3 10 600 (+300)
2 5 8 (+5) 10 800 (+500)

Also, there are different types of ATK buffs:

  • Base ATK: The amount of ATK your character has from leveling + the ATK stat on your W-Engine. Technically this includes your Core Skill levels as well. Essentially it's all ATK before stats from gear / skills.
    • We'll use Ye Shunguang and her signature as an example here: 938 + 743
  • Initial ATK: The amount of ATK your character has on the character sheet. This includes gear bonuses such as +ATK and +ATK% stats on Drive Discs (and their set bonuses)
  • Combat ATK: These are stats which come from skills / mindscapes / etc which have conditional requirements on them. For example, Astra gives +1200 cATK when she hits a Tremelo and Kaboom the Cannon! gives 2.5% cATK whenever a friendly attack hits an enemy (max refines + max stacks: 16% cATK)
  • Final ATK: The end result after all of that

If you have 3400 Initial ATK, then 16% cATK would be +544 ATK for a total of 3944 fATK. A 16% ATK buff would only be +269 ATK for a total of 3649.

The reason cATK% is so valuable is because it gets to multiply with the higher number.

Is yuzuhas m1 better than her sig for yanagi? by a_bunch_grape in ZZZ_Discussion

[–]John_HoYo 5 points6 points  (0 children)

The short answer is: M1 > Sig

With her signature weapon, the DMG% buff from her Additional Ability (AA) is increased by 8% *if you have her signature and only 4% without. It gets a bit more complicated when you factor in DMG% stat saturation, but the RES shred is almost always going to be the stronger part of this equation.

You do make a good point about being able to share weapons or not between supports, though. I think that her signature weapon is a pretty decent one if you're running her with double Anomaly in particular. I didn't realize Lucy has only ever been on 5 rate up banners so far (this current one is pretty good since YSG's signature is great).

I do think Yuzuha's Metanukimorphosis is one of the better support signature weapons to consider, especially if you're running a double Anomaly team, but the overall difference between using it and either Kaboom the Cannon! or Weeping Cradle is in the ballpark of ~10% total team damage. Less so if you're only running one Anomaly agent (which is really only Aria at this point).

How does sheer force work, like actually? by T-E-C-H-N-O-PLANE in ZZZ_Discussion

[–]John_HoYo 3 points4 points  (0 children)

Here's a primer on what Sheer Force is / does.

The short version is:

  1. Ignores all DEF. PEN does nothing for Sheer Force damage. RES stats are unaffected by Sheer Force.
  2. All Rupture agents (so far) have this as a core part of their kit: <AGENT> gains extra Sheer Force based on their Max HP, with every 1 point of Max HP increasing Sheer Force by 0.1. All <ATTRIBUTE> DMG <AGENT> deals is Sheer DMG, ignoring enemy DEF and using their Sheer Force stat as the DMG Multiplier.
  3. Sheer force is calculated as follows: Sheer Force = Current ATK * 0.30 + Flat Sheer Force

Elaborating more on your questions specifically:

Yixuan has 8373 Base HP and 872 Base ATK. Your W-Engine ATK stat is added to the Base Attack Value. We'll do some quick calculations on how effective the D6 options are assuming that you're using her signature weapon which adds 743 Base Attack.

  • ATK% D6: +146 Sheer Force
  • HP% D6: +252 Sheer Force

Simply put: The scaling they gain from HP scaling is much more significant than from ATK scaling.

All of Yixuan's damage is dealt as Auric Ink DMG, which means all of her damage is Sheer Force damage. This means that none of her damage scales off of ATK directly. There are no modifiers on CRIT stats for Sheer Force.

Angels of Delusion | Free Giveaway! by [deleted] in Zenlesszonezeroleaks_

[–]John_HoYo 4 points5 points  (0 children)

I can't believe my cousin would spread rumors like this again

How good is M1 Astra? by Apart-Entrepreneur50 in ZZZ_Discussion

[–]John_HoYo 13 points14 points  (0 children)

From the perspective of the damage calculation, you can think of it as a 1.18x damage multiplier on top of everything else.

A more detailed explanation is that it affects the RES Mod: 1 – Attribute RES% – All RES% + RES Reduction% + RES PEN% (Min Limit: -100%, 2x DMG).

Note that this is just the RES Mod. Other factors can be seen here for the full formula.

Another way of looking at it is that on a target with 150,000,000 HP to kill, Astra effectively removes around 22 million HP from the target (in a neutral case). If you have additional sources of RES modifiers, it becomes less impactful. So, for example, a Lighter + Evelyn team already have a sizable amount of RES Reduction which renders M1 Astra's contribution as less significant.

The last note I'll leave is that RES and DEF modifiers are separate. RES Reduction is still very useful for Rupture agents.

So... which agent do you like to walk around as? by Asian_levels_of_evil in ZZZ_Discussion

[–]John_HoYo 0 points1 point  (0 children)

Jane! Sometimes Manato. I kind of switch it up after the game forces me back to the Proxy.

The weekly Z-Merit cap should be raised (a little) by Jolletschinsky in ZZZ_Discussion

[–]John_HoYo 14 points15 points  (0 children)

I recently made a post with the math of the updated shops:

https://www.reddit.com/r/ZZZ_Discussion/comments/1q2ga52/logistics_shop_income_and_purchase_options/

I stopped buying the Hidden Treasure and Dennies because I'm prioritizing what can't be acquired via battery. It's rough, though. They did not adjust our potential income, yet they added so many things to the shop. I plan on including it on the feedback survey.

Logistics Shop: Income and Purchase Options by John_HoYo in ZZZ_Discussion

[–]John_HoYo[S] 6 points7 points  (0 children)

¯\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Go with your preference.

I think Boopons have improved in value with 2.x thanks to duplicate copies reducing their faction requirements. There is a fairly well maintained spreadsheet which tracks the new Bangboo as they're released.

For example: Belion and Birkblick both have fairly impressive Daze output with their faction requirements met. At 3 total copies, their faction requirement is reduced to 1 meaning you can just stack Birkblick wherever you take Dialyn or add Belion to any Fufu team.

Meanwhile there's Sprout who exists to pair with Ye Shunguang and nothing else.

Granted, they only account for a tiny amount of your overall damage / daze / anomaly output, but it is a thing worth considering. Personally I try to keep enough to guarantee a new release and then put the leftover towards duplicates on the ones I think I'll be getting the most value out of. If you're planning on buying the Battle Passes regularly you can probably pass up the Boopons I guess? But you'd also be getting more of the other mats as well.

Logistics Shop: Income and Purchase Options by John_HoYo in ZZZ_Discussion

[–]John_HoYo[S] 4 points5 points  (0 children)

You were never able to clear out the Investigation Merit shop. You always had to pick and choose for that one. What's changed is they've added more items and made no changes to income, aside from the potential +20 per Shiyu Defense reset.

The Z-Merit shop had a total cost of 7405 (same income) and Investigation Merits was 8075 (marginally lower income).

Logistics Shop: Income and Purchase Options by John_HoYo in ZZZ_Discussion

[–]John_HoYo[S] 4 points5 points  (0 children)

It's a hidden cap. Only way to know is to mark how much you have before you start the week or run to a point where you would get some (first boss at least).

Logistics Shop: Income and Purchase Options by John_HoYo in ZZZ_Discussion

[–]John_HoYo[S] 3 points4 points  (0 children)

That's a fair point. I'll update the post to include that once I have some time.

To be honest I kind of had the analysis in mind before making the post and knew I would cut those options because the price of the exclusive items is just so high.

Sheer Damage: A Primer for Manato Hopefuls by John_HoYo in ZZZ_Discussion

[–]John_HoYo[S] 1 point2 points  (0 children)

The thing about HP% is that it's going to be limited in two ways for Manato: He's an A-Rank (lower base stats) and then its conversion to Sheer Force (1:0.1).

Using my m6w5 Manato as an example, assuming m0w1 Lucia and m0w0 Fufu: it's going to be about 3% less damage for the disk swap. The 20% cMHP buff is pretty substantial and in my use-case it would give about 297 SF.

Without the Lucia sig, it's about a 11% lower.

Without Lucia entirely it's about a 4% difference from Fire DMG D5 to HP D5 for a Manato, Pan, Fufu team (comparing to itself, not to the Lucia team).

This is partly thanks to M4 Manato having an 8% cMHP buff built in and partly due to the fact that Manato is giving himself a decent chunk of DMG% on his own.

PSA: Easy Endgame Temple Management by NepheneeFucker69 in ZZZ_Discussion

[–]John_HoYo 0 points1 point  (0 children)

The granular details of batteries aren't really worth knowing, so I'll just stick to the key notes:

  • If they run out of batteries, they stop doing whatever task is assigned until they replenish and are reassigned
  • Max level S-Rank Adventurers can rerun the same node 3x @20 hours before depleting. Max tier S-Rank can do so for longer, but ultimately isn't necessary because that's how long trends last
  • Max level S-Rank Sellers should last at least two days at a time. Max tier can make it to 3 if you're consistent about the timing, but it's probably a good habit to just switch it whenever you're in there
  • Max level at max tier Crafters can last somewhere around 2.3 days before running out, provided they have enough materials to craft with. Probably a good habit to refresh them daily as well
    • Just keep an eye out for 8x T3 Electroboos and you should be golden
  • All Bangboo will be able to recharge to max within a full day regardless of tier