Genshin Impact Damage Calculator

Genshin Impact Damage Calculator
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Genshin Impact Damage Calculator

Base ATK + Weapon + Artifacts
Check Talent screen details
Elemental + Burst + Weapon Bonuses
Usually 10%. Hilichurls 10%, Ruin Guards 70% (Phys)
Use 1.0 for none, 1.5 for Reverse Vape/Melt, 2.0 for Forward. Add EM bonuses to this value manually if needed.

Damage Output

Non-Crit Hit: 0
CRIT Hit: 0
Average Damage: 0
Def Multiplier: 0%
Res Multiplier: 0%

How Genshin Impact Damage is Calculated

Understanding the damage formula in Genshin Impact is essential for optimizing your characters (or "builds"). While the numbers popping up on screen can seem random, they follow a strict mathematical formula involving your stats, the enemy's defense, and resistance.

The Core Damage Formula

The simplified version of the outgoing damage formula is:

Damage = (Total ATK × Talent Scaling) × (1 + DMG Bonus %) × CRIT Multiplier × Enemy Def Multiplier × Enemy Res Multiplier

1. Base Stats & Scaling

Your damage starts with your Total Attack multiplied by the Talent Scaling (the percentage listed in your character's talent description). For example, if you have 2000 ATK and a skill deals 200% damage, your base output is 4000 before other multipliers.

2. DMG Bonus %

This is an additive category that includes:

  • Elemental Damage Bonus (Goblet artifact)
  • Physical Damage Bonus
  • Skill/Burst Damage Bonus (e.g., "The Catch" passive)
  • Normal/Charged Attack Bonus (e.g., Gladiator's Finale 4pc)
  • All DMG Bonus effects (e.g., Serpent Spine)

All these percentages are added together into a single multiplier. If you have a 46.6% Pyro Cup and a 15% Set Bonus, your multiplier is 1 + 0.466 + 0.15 = 1.616.

3. Defense Multiplier

Enemies have Defense based on their level relative to yours. The formula is approximately:

(Char Level + 100) / [(Char Level + 100) + (Enemy Level + 100)]

If you are Level 90 fighting a Level 90 enemy, the Defense Multiplier is exactly 0.5 (or 50%). This effectively halves your damage. Defense shred (like Raiden Shogun's C2 or Ayaka's C4) modifies the denominator, significantly increasing damage.

4. Resistance Multiplier

Most enemies have a base 10% resistance to all elements. However, some have high resistance (e.g., Ruin Guards have 70% Physical Resistance). Resistance works in tiers:

  • 0% to 75%: Reduces damage by the resistance percentage (e.g., 10% res = 0.9 multiplier).
  • Below 0% (Shredded): Negative resistance is halved. If you shred an enemy to -20% Res, you gain a 10% damage increase (1.1 multiplier).
  • Above 75%: High resistance follows a steeper diminishing returns formula.

Why Average Damage Matters

While seeing a big "Crit" number is satisfying, your Average Damage is the most accurate metric for DPS (Damage Per Second). It accounts for your CRIT Rate. A build with 200% CRIT DMG but only 5% CRIT Rate will deal huge numbers rarely, but very low damage on average. A balanced 1:2 ratio (e.g., 70% Rate / 140% DMG) is usually optimal.

function calculateGenshinDamage() { // Get inputs var atk = parseFloat(document.getElementById('gi_total_atk').value); var scalingPct = parseFloat(document.getElementById('gi_skill_scaling').value); var dmgBonusPct = parseFloat(document.getElementById('gi_dmg_bonus').value); var critRatePct = parseFloat(document.getElementById('gi_crit_rate').value); var critDmgPct = parseFloat(document.getElementById('gi_crit_dmg').value); var charLevel = parseInt(document.getElementById('gi_char_level').value); var enemyLevel = parseInt(document.getElementById('gi_enemy_level').value); var enemyResPct = parseFloat(document.getElementById('gi_enemy_res').value); var ampMult = parseFloat(document.getElementById('gi_amp_mult').value); // Validation if (isNaN(atk) || isNaN(scalingPct) || isNaN(charLevel) || isNaN(enemyLevel)) { alert("Please fill in all required numeric fields properly."); return; } // Normalize Percentages var scaling = scalingPct / 100; var dmgBonus = dmgBonusPct / 100; var critRate = critRatePct / 100; var critDmg = critDmgPct / 100; var enemyRes = enemyResPct / 100; // Cap Crit Rate for Avg Calc var effectiveCritRate = Math.min(Math.max(critRate, 0), 1); // 1. Base Outgoing (ATK * Scaling) // Note: Does not include Flat DMG (like Shenhe) for simplicity, but basic formula works. var baseOutgoing = atk * scaling; // 2. DMG Bonus Multiplier var bonusMult = 1 + dmgBonus; // 3. Defense Multiplier // Formula: (CharLvl + 100) / ((CharLvl + 100) + (EnemyLvl + 100) * (1 – DefShred)) // Assuming 0 Def Shred for this basic calculator var charFactor = charLevel + 100; var enemyFactor = enemyLevel + 100; var defMult = charFactor / (charFactor + enemyFactor); // 4. Resistance Multiplier var resMult = 1.0; if (enemyRes < 0) { // If resistance is negative, effect is halved resMult = 1 – (enemyRes / 2); } else if (enemyRes < 0.75) { // Standard formula resMult = 1 – enemyRes; } else { // High resistance formula resMult = 1 / (1 + (4 * enemyRes)); } // 5. Amp Reaction if (isNaN(ampMult) || ampMult <= 0) ampMult = 1.0; // Calculate Final Numbers var incomingDmg = baseOutgoing * bonusMult * defMult * resMult * ampMult; var nonCritDmg = incomingDmg; var critHitDmg = incomingDmg * (1 + critDmg); var avgDmg = (nonCritDmg * (1 – effectiveCritRate)) + (critHitDmg * effectiveCritRate); // Display Results document.getElementById('res_non_crit').innerText = Math.round(nonCritDmg).toLocaleString(); document.getElementById('res_crit_hit').innerText = Math.round(critHitDmg).toLocaleString(); document.getElementById('res_avg_dmg').innerText = Math.round(avgDmg).toLocaleString(); document.getElementById('res_def_mult').innerText = (defMult * 100).toFixed(1) + "%"; document.getElementById('res_res_mult').innerText = (resMult * 100).toFixed(1) + "%"; // Show result area document.getElementById('gi_result_area').style.display = 'block'; }

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