DPS is king in gacha games, being a couple points off in damage could be the difference between getting the most loot from a challenge or constant failure. although the production value of Genshin Impact far exceeds it’s peers this is still true as can be.
(This is information I’d gathered after reaching AR40 and getting slapped with a huge spike in difficulty)
Let’s start with the absolute foundations here – Character level and Weapon level. Getting new artifacts is cool and all but have you tried a maxed out character with a maxed out weapon?
except the static bonus from the feather piece and hp from the broch, all the artifacts can give atk% which looks cool initially cause who doesn’t want to stack up +100% ATK and dish out a whooping 5 dmg? yeah a bit of exaggeration but picture this:
100 + (100 * 1.0) = 200 but 150 + ( 150 * 0.6) = 240
Of course there’s a sweet point somewhere in the mix but the general idea is that a higher foundation leads to larger gains off smaller percentage boosts which allow for variation on your artifacts for more damage believe it or not.
The same rings true for Crit Rate and Crit Damage. While I’ve seen a few people stack up +120% Crit damage that still somehow works out to about a 6% damage increase and you may be wondering why? well it’s kinda similar to the attack calculation above except the base attack is now replaced with Crit rate:
0.05 * 120 = 6 with 0.05 being the starting Crit rate of 5%.
This is due to that 120% Crit damage only being applied 5% of the time or 1 in every 20 hits on average. But if you were to boost the Crit rate to lets say 20% or 0.2 and drop the Crit damage by 50% then:
0.2 * 70 = 14 with a Crit happening once in every 5 hits on average will smaller applies the damage boost from Crit damage way more frequently than the former distribution of Crit rate to Crit damage. and of course if you somehow manage to make it to 100% Crit then every point in Crit damage is a straight up 1 to 1 increase in overall damage percentage.
Alrighty now we got level 0 out of the way, we can talk about talents which is pretty much level 0.5 considering how little they’re mentioned.
Talents are the base line magnifications of a characters abilities and skills and by that I mean if there are two of the same character at level 1 same gear and all but one does 8 damage on their basic attack and the other does 10 ( low levels, small numbers but bare with me here) the difference would come from the difference in their basic attack talent level, with some talents getting huge increases with upwards of a 20% damage boost.
So while talents may not be the most obvious path to increasing your damage, after boosting you base ATK, talents are the most reliable, fastest and easiest way to increases your DPS.
Now we can talk about the elephant in the room, Artifacts. So you got your Brooches or flower pieces, your feathers, your timepieces, your cups and your headpieces.
The Brooches are HP main stat only.
The Feathers are Static Attack main stat only.
The Timepieces can be Energy recharge, Elemental mastery, HP, Def or ATK.
The Cups can be Elemental Mastery, Physical Damage, an Elemental Damage type, HP, Def or ATK.
The Headpieces can be Crit rate, Crit Damage, Elemental Mastery, Healing Bonus, HP, Def or ATK
All the stats that can roll as main stats on an artifact can also roll as sub-stats with the only restrictions being you can’t roll damage bonus as a sub-stat and a main and sub-stat on a weapon cannot be the same. for example an energy recharge main stat timepiece cannot get energy recharge as a sub-stat.
With all that being said what you would want to look for or at least get some thing close to is:
This is all God roll gear with the best possible sub and main stats which is possible to get but very time draining to attempt to do so without a handful of luck so if you do get something to drop and you think to yourself “huh this’ll do” or you have 2 or 3 out of the 4 sub-stats you want then by all means slap that on your character and you’ll be good to go.
As for the Timepiece, the main stat on that has a lot of flexibility, having energy recharge as an option, for characters that shine with their elemental burst active like Venti or Bennett which would lead the them having more DPS than on ATK%.
I would go into set bonuses but I feel like those are based way more off playstyle and character than the general damage boosts I’ve been describing so far.
So with that I’ve exhausted my knowledge on DPS in Genshin Impact there are more intricate details that affect DPS such as motion values but that’s quite nitpicky and I wouldn’t know where to begin breaking that down and the only reactions I use are overloaded and swirl so hell if I’m qualified to talk about those yet.
For more information on DPS and I mean A LOT more information with graphs, charts bells and whistles and a spreadsheet to boot check out this google docs page by ___robin___: Genshin Impact Team Building Resources 2.0