Diminishing Return Doesn't Exist in Genshin, Here's Why | Min-Maxing for Casual Players

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so a couple months ago I was watching a tenton video that explained how to optimize damage and gin impact long story short I didn't really understand it since I have a smooth brain but I knew what he was trying to say I did some digging on my own and I found some interesting details about the game in this video I'm going to explain why upgrading stats do not have diminishing returns in genin and how it actually works behind the scenes so you can minmax the damage that you deal and know generally what stats to look for in the future as a casual player my name is psyche let's get [Music] started so I'm going to get something out of the way first some of you Theory Crafters may have been rolling your eyes at the title of the video so I'm going to break down what I specifically mean by diminishing returns in the traditional sense how I Define true diminishing returns is where the player upgrades a single stat such as attack and the more stats you put into it the less effective that increase is as you get higher and higher say for every point of attack that you allocate your character will will do plus 10 attack points naturally if you had five points in attack then you can assume that you'll do 50 additional damage however after 10 points into attack each point will increase your attack by nine points instead and then eight when you reach 20 points and so on this is how I Define a true diminishing return where upgrading a stat becomes less effective the more you invest into it this is actually not the case in genjin if you put every single possible upgrade into attack your attack will scale linearly however it doesn't take a genius to know that attack is not the only stat in the game and this is where it gets a little tricky gion is a game where the amount of upgrades you can make to a character is finite unlike a few other gotcha games where you can technically scale up a unit's power indefinitely something that some players refer to in this game is opportunity cost which I think is a more suitable term when describing diminishing returns there is a cap on how many upgrades you can put on a character there's a Max Level of 90 for both character level and weapons a max level of 20 for artifacts max level for talents and so on while the majority of these upgrades are linear the one type of upgrade that will wildly vary for everyone is artifacts and this is where a lot of discussion surrounding which substats prioritize often takes place you may have heard from other sources that you should have a 1 to2 crit ratio 2 120% attack 200 em or something similar as the default optimal stats but why is it decided like that let's take a look now I'm a visual learner so I'll make this as easy as possible let's say you're trying to maximize DPS and the total damage output is represented by the total area of a square or rectangle for Simplicity let's just use crit for now so the question is how much crit rate and crit damage should you have in order to reach the maximum amount of damage output let's use critical value and imagine that you have 70% crit rate and 140% crit damage you can see that with a CV of 280 each dimension of the square will have 140 units which will give us 19,600 units of output but if we were to throw the dimensions off balance and say we had 60% crit rate and 160% crit damage it would result in an output of 19,200 which is slightly lower than a perfect 1:2 ratio if it were to really throw it off balance like if we had say 20% crit rate and 240 % crit damage it will result in an output of 9,600 way lower than the perfect 1 to2 as you can see even when given the same amount of CV to work with allocating a crit rate or crit damage can be important when optimizing a good output now to answer a few questions I got from some of my past videos a popular saying is that you should optimize artifact loadouts with whichever one gives a higher CV value let's see if this is true if we compare a 70 140 split a perfect one2 ratio with a the 60 to 180 split which is a 1:3 ratio but a total CV value of 300 it will lead to a total output of 21,600 so yes in some cases even if you're a little bit off the 1:2 ratio having an artifact load out with a high amount of CV can sometimes lead to better results but what if we were to throw the ratio off balance let's imagine we have a 30 to 300 ratio of 1 to 10 with a total CV of 360 we can see that the total output is 18,000 so even if we have a higher CV than a 70 to 140 split because the ratio is so off balance it will still lead to a lower output how the one to two ratio came to be is really a matter of optimization how do you deal the most damage on average with the least amount of upgrades while using artifacts with higher CV can lead to better performance it's not always the case but crit is not the only Avenue that you do damage so let's make it a bit more complex and make the square a cube instead let's assume that the total volume of the cube represents the total damage output and on the dimensions we have attack crit and EM of course this is a gross oversimplification of how it works there are many other factors that can contribute to damage like skill levels resistances and characters that skill damage from other stats but let's keep it simple and assume you're playing an elemental reaction based team like Hut where these three stats would matter given that we have a limited amount of upgrades the question becomes how do we allocate that limited amount of upgrades to maximize the damage or the volume of this box now let's imagine that we forget any stats related to genin and say that we're allowed to allocate 30 units of stats to the dimensions of this box obviously these stats work differently in the game but for the sake of this example let's play pretend naturally the thing that makes the most sense is that you would allocate 10 into each stat giving us a perfect Cube and calculating the volume we get a total of 1,000 units cubed but let's try skewing this ratio if we allocated 12 units into attack 12 units into crit and 6 units into em calculating the volume we get 864 units cubed so by not allocating the optimal amount of stats even though we are working with the exact same amount of resources we don't get as high as an output translating this into ginin and Min maxing this means that on average assuming there's no special gimmicks at play and assuming that you have little to no experience with Theory crafting the major takeaway is that if you split your upgrades into all avenues of doing damage you will be able to maximize it when people say diminishing return what they really mean is skewing the dimensions of this output Cube so that a single stat gets too bloated because when it does it means that you cannot allocate upgrades to the other sources of damage and it indeed will cause you to do less damage on average so while I think the more appropriate term is opportunity cost I think it's still valid to say diminishing return if this is what they mean in case you're real geeky this principle of optimization is called isoparametric theorum if you want to research it further another thing I want to go over regarding opportunity cost is that not all stats have the same value what I mean by this is that if you have noticed the majority of character guides will rarely tell you to specifically get artifact substats for attack this is because attack is a stat that every unit will have either from naturally leveling the unit or using weapons or getting it through other sources like Bennett or the ttds buff this means that guides will typically tell you to look for other stats that can increase your unit's damage like crit em and Elemental damage percentages since these types of Buffs cannot be easily gotten from just leveling your characters if you visualize this we can imagine that even without any artifacts your unit will already be getting close to the optimal value for attack just from being level and given a weapon and since you get some attack percentage rolles on some of your substats anyways most guys will just tell you to focus on the other stats but just keep this in the back of your mind so let's take away what we learned and see if it's actually true by applying it to a character in the game let's pick huta again cuz why not so let's assume that we know very little about Theory crafting based on what we learned looking up the kachan guide they would suggest an hp% Sans since cutel skills damage with Max HP then a pyro damage perc goblet since it's one of the few places you can get this buff and a crit circlet to balance out the ratio they will also suggest a decent amount of em of around 200 as you can see the guide recommends a balanced distribution of stats on your weapon artifacts so you should not be banking everything into something like crit by kach main standards this will be what they consider as maximizing the volume of the output Cube that was quite a lot to cover and what originally started as a pretty technical video I delve deeper and managed to simplify this formula on how to M Max damage and hopefully I was able to share what I found with a lot of you who I assume to be casual gamers let me know if this information matches with what you have and I hope I was able to prepare you better to know which general stats to prioritize going forward in the meantime I'm going to prearm the golden Trope set and the pipe for finina so while I do that thank you for watching and always remember have fun with the [Music] game [Music]
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Channel: Pseychie_GI
Views: 3,273
Rating: undefined out of 5
Keywords: genshin, genshin impact, genshin impact 4.0, genshin gameplay, genshin 2023, genshin impact 2023, genshin min maxing
Id: IfvwDsBy98o
Channel Id: undefined
Length: 9min 38sec (578 seconds)
Published: Mon Oct 30 2023
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