Energy Recharge: How It Works and How To Optimize (Genshin Impact)

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what's going on guys instead of doing my normal character guides this week i'm going to try something different as all of my resources have been going to farming for gone you energy recharge is arguably the most important stat for the support characters in your party this is because typically your support characters are only being used for their elemental skill and elemental burst in an ideal team build your support characters will each have access to their burst when the cooldown of their talent has ended while maintaining their other critical stats in this video i want to talk about how energy generation works as well as give you guys tips on how to improve energy regeneration on your characters through play styles team compositions and of course artifacts and weapon stats i've seen a few videos on this topic and i think they dive too deep into exactly how much energy is generated for different activities and in this video i just want to focus on what is important and practical for improving the energy recharge of your teams i think that this video can be helpful to people that are new to the game or those that have not taken a deep dive into the topic of energy recharge as things happen quickly in combat and are often easily missed or misunderstood i plan to accompany this discussion with video so that you can visualize exactly what is happening by implementing these techniques into your character builds and teams if you guys like this video and would like to see more back to basics type videos please let me know down in the comments energy in this game is only required for characters to access their elemental bursts once the skill is off cooldown energy comes in two different forms which are elemental particles and elemental orbs these are essentially the same elemental orbs just have a higher energy amount and only drop from more elite enemies these particles and orbs can be element specific or non-elemental elemental particles will always generate more energy for the characters of the matching element than a non-element specific particle similarly non-element specific particles will always generate more energy for a character than an elemental particle that does not correspond to that character's element finally a character that is on the field when the particle is picked up will gain more energy from that particle than they would if they were off the field these three primary mechanics are really all that you need to know in order to optimize play style and team comps knowing the exact energy generated by each type of particle or orb will not add any real value in the first clip we see an example of an elemental particle in the second clip we see an example of a non-elemental particle in the third clip we see an elemental orb generated after killing certain types of elite enemies energy particles and orbs are generated in several ways and the amount of energy gained by your characters can differ based on a number of factors the ways that energy is generated in this game include performing a character's elemental skill injuring and killing enemies normal and charged attacks and passives from some weapons character constellations or passive talons as well as artifact sets the first two waves will generate energy for the entire team while the third will generate energy only for the active character the fourth way can result in energy for either the active character or the team depending on the item being discussed let's talk about each of the ways energy is generated in a little more detail when performing a character's elemental skill a certain amount of elemental particles will be generated these particles are always element specific and corresponding to the element of that character some characters will generate a random number of particles each time they perform their skill while others will generate the same number every time because of the way support characters work in this game characters can also generate a different number of particles based on whether the skill is held or pressed as we can see in the example clips gene will generate between two and three particles when performing her skill while ninguing will generate between three and four particles everything else in this game is rng why not make energy generation two on the other hand diono will generate two particles if her shield skill is pressed or five if it is held beto will generate between two and four particles based on the number of hits her elemental skill tide caller takes and fischel will generate particles every time oz hits an opponent it is important to note that these particles are only generated when your character's elemental skill comes into contact with an enemy so simply spamming your skill will not generate any energy it is therefore best to always perform an elemental skill near an enemy to be sure to collect energy particles from performing the skill i often make this mistake with diona as i want to quickly pop her shield at a safe distance from enemies to avoid any damage before switching to one of my damage focus carries in the example official her elemental skill allows oz to be repositioned throughout the duration of the skill therefore if enemies are killed or move away oz should be moved for optimized energy generation the second way energy is generated is through injuring and killing enemies enemies without an inherent elemental debuff will always generate non-element specific particles or orbs while enemies like slimes that have an inherent elemental debuff will generate particles of the corresponding element these are generated at different hp thresholds and upon being killed this varies between enemies and isn't worth learning but it is important to note you can potentially use this to your advantage if you're close to getting your characters ult and can easily kill an enemy nearby energy generation will always be higher when you're killing off large mobs of enemies than when you're fighting a single enemy you can see in this clip shown that when doing a domain on low ar difficulty characters charge their ults multiple times over the course of a minute because of how many enemies are being killed and this will typically not happen unless your characters are extremely overpowered for the content the third way that energy is generated is from normal and charged attacks the amount of energy generation through this mechanism is much smaller than the other ways but it is still important to understand and know that it exists particles are not generated and only the character performing the attack will gain energy we see that the energy generation is very slow but because of this energy generation mechanism energy recharge becomes a much less important stat for the main dps as they are most often the character on the field and are performing many normal and charged attacks the fourth way that energy is generated involves passives from weapons character constellations and artifact sets all of the favonius weapons have a passive that results in a percentage chance of a crit hit giving energy to the active character we can see this demonstrated as deona hits an enemy's weak spot with the fevonius warbo the passive on these weapons are really only useful if the character using the weapon has a decent crit rate or if they are a bow user and you use them for charged shots as weak spot hits result in an automatic crit the sacrificial weapons all provide a passive which gives a percentage chance of an elemental skill ending its own cooldown although this does not generate any energy on its own the additional elemental skill will not only allow you to do more damage but to also generate additional energy this weapon is most useful on characters whose elemental skill is performed in a single burst and does significant damage for example sucrose's e ability is a single quick burst of animal damage and the sacrificial fragments is her best in-slot weapon because sucrose can suffer from energy issues due to her high burst energy cost this weapon helps immensely the sacrificial weapons are less useful for a character like fishel who can keep oz on the field with her elemental skill and burst and the initial burst of damage isn't significantly higher than the damage oz does over time some character constellations or passives such as chong yoon's fourth constellation or jean's second passive talent will regenerate energy when an action is performed additionally artifact sets such as the exile 4 piece will regenerate energy for other party members when the equipper uses an elemental burst now that we understand what energy is and how it is generated how do we optimize play style to take advantage of this the first topic i want to focus on is how to switch characters on and off the field in order to increase the energy of the characters you want to have their burst most quickly i've been confused on this topic for some time and have seen mixed information on videos and forums we know that the characters that are on the field receive more energy than characters that are off the field through the testing performed i can definitively say that it does not matter which character performs their scale it matters which character collects the energy particles that are generated in the first test we use gene to cast our elemental skill and gene stays on the field to collect all the energy particles we monitor jean's energy and diona's energy over the course of using each skill we see that it takes gene a total of six elemental skills to gain her burst in the second test we used gene to cast her elemental skill and switch to dionna to collect all the energy particles in this case it takes 11 total elemental skills to gain her burst it should be noted that these two tests are not perfect because an elemental orb is generated by the ruin guard when he reaches an hp threshold in each of the tests the character on the field is going to gain more energy from this elemental orb but it does happen once in both tests after six elemental skills we can see that dionna does have more energy than when she was never on the field these results are slightly obscured by the fact that an elemental orb is generated before the sixth elemental skill was cast during the first test only in this way if you want to charge a character's alt make sure that that character picks up the particles that are generated i have made the mistake of switching from diona immediately after activating her shield is she is not on my team to do damage but this results in a huge increase in time before her burst is available the second topic i want to discuss is ensuring that you're using your character's skills and bursts on cooldown if you're not continuously using all of your team's elemental skills the rate you are generating energy for the whole team dramatically decreases as this is the major source of energy generation similarly if you charge your characters bursts but do not use it all of the energy you're gaining through combat is lost obviously there are exceptions where you want to save your bursts for particular content but in general you should be rotating your team's skills and bursts to optimize energy recharge now let's briefly touch on team comps again there are a couple of things to think about when putting teams together first we know the characters who have the matching element to an elemental particle gain more energy than characters with a different element this means that team members that share the same element will generate energy faster and be able to perform their burst more frequently in this test we remove all energy recharge stats from fission and klee and monitor their energy as badou repeatedly performs her elemental skill both of these characters have an elemental burst with an energy cost of 60. we can see that the rate that fischel gains her elemental burst is about twice as fast as clee because she shares the same element as beto this is one of the cases for running a support character on your team with the matching element to your main dps for example you'll likely want your main dps's burst available upon cooldown or you may have a support character on your team such as a healer like jean or all around support like bennett who's burst you want up as much as possible running two team members with the same element will greatly help to decrease the amount of time between the cooldown ending and their bursts being available this is typically recommended in general because of the additional elemental resonances that can be gained such as a 25 increase in attack by running two pyro characters on the same team second you should consider the elemental skill and burst cooldown times of your team members if your support units all have extremely long elemental skill cooldown like xing show's 20 second cooldown or sucrose's 15 second cooldown your energy generation will suffer although these character skills will on average generate more energy particles than someone like gene who has a 6 second cooldown it is still not equal to gene's total energy generation similarly if all of your party members bursts have an energy cost of 80 you're going to be doing less damage overall and gain less generic particles from killing enemies therefore it is optimal to stack your team with a mix of characters that complement each other finally the game has a built-in mechanic for increasing the amount of energy regenerated from a given number of particles collected this is the energy recharge stat that is gained from the secondary stat on many weapons we already discussed or others like the skyward pride which do not also have a passive that increases energy recharge this is also gained from artifact main stats sub stats and set bonuses energy recharge can be a main stat on the sands artifact or a sub stat on any other artifact slots in addition energy recharge can be gained from artifact set bonuses including the two piece and four piece exile and scholar sets or indirectly through the four piece gambler set which can remove elemental skill cooldowns the higher the energy recharge stat is the faster you'll gain back your alt for a given amount of energy collected some characters need this additional energy recharge stat to be effective and access their old more frequently in these cases it is worth eliminating some of the benefit that an hp percent main stat will give to a healer or an attack percent main stat will give to a sub dps however at some point there will be diminishing returns on this stat somewhere between 150 and 200 energy recharge is typically optimal for support units but the exact amount will depend on your team composition and play style as well as how important it is that you access that character's ulton cooldown energy recharge can be too high in which case you would always have enough energy to perform that character's burst but the burst is not off cooldown so this exact number may require trial and error for your team that's all i got for you guys today i hope you guys found this video helpful and informative if you did consider subscribing down below i put out a gentian impact video just like this one every single week if you guys are interested in more videos on game mechanics like this one let me know down in the comments i'll see you guys next time peace
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Channel: westonsm
Views: 155,052
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Keywords: genshin impact, energy recharge, genshin impact energy recharge, energy genshin, energy genshin impact, energy recharge genshin, energy recharge genshin impact, support stats genshin, team build genshin, team build genshin impact, how much energy recharge, energy recharge support, genshin, genshin energy, genshin impact guide, genshin guide, genshin stats, best artifacts genshin, best weapons genshin, support artifacts, support weapons, support artifacts genshin
Id: TcR5n7fHAtY
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Length: 14min 0sec (840 seconds)
Published: Sun Jan 10 2021
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