How Much Time Should You Spend on Artifact Farming? | Genshin Impact

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When you build a character in Genshin  Impact, there are generally four different   areas of progression that you focus on:  Character Ascension, Weapon, Talents,   and Artifacts. Each of these things cost Resin  to upgrade, whether it’s in the form of Leylines,   Domains, or World Bosses. For most of these areas,  it’s very clear exactly how much stronger you get   and how much Resin it costs to upgrade that build  path. For example, leveling your Skill Talent from   6 to 7 increases its damage by 7%, and it costs  roughly 80 Resin to farm the Talent Ascension   materials. Ascending and leveling your Weapon  from 80 to 90 increases your damage output by   approximately 9%, and it costs about 120 Resin for  a 4-Star Weapon and 180 Resin for a 5-Star Weapon   to farm the Weapon Ascension Materials. While the  exact numbers might vary for different characters,   weapons, or talents, we can more or less  deterministically say how much stronger we’re   going to get from upgrading something from level  X to Y, and also estimate how much Resin it’s   going to cost us. Of course, there is some RNG  involved with the Ascension Material drop rates,   so you might get unlucky and have to run a domain  1 or 2 extra times. But in general, the variance   isn’t so extreme that it strays too far from the  expected value. In this way, the character build   process is like a series of contracts you make  with the game. The game says “give me 300 Resin,   and in return, I will make your character 10%  stronger.” or whatever that number might be.   This model allows us to make informed decisions  about where to invest our Resin first so that we   can upgrade the things that give us the biggest  return on investment, and work our way down to   the upgrades that are less Resin-efficient.  This applies for most of the 4 areas in our   character build progression journey. But there is  one part of the build that is unfortunately not so   predictable. And that is Artifact progression. If  progressing talents, weapons, and character levels   are like a series of contracts, progressing your  Artifacts is more like spending a month inside of   a casino, not knowing whether or not you’re going  to walk out with anything worthwhile. When you   consider all the different variables that go into  building an Artifact, the sheer number of possible   permutations that an Artifact can look like is  a monstrously large number. Because of this,   no matter how much Resin you gamble away on an  Artifact Domain, there is really no good way to   exactly predict how much stronger your character  will become after farming for however many weeks.   And likewise, it’s not very easy to estimate  how much Resin we need to spend to increase our   character’s damage output by a certain amount. To  help tackle this problem, I wrote a small program   that can randomly generate and upgrade a 5-Star  Artifact, based on the probabilities that we   know are used in the actual game. This allows  us to simulate the process of rolling lots of   different Artifacts on a very large scale. Using  this as our building block, we can simulate the   process of progressively upgrading a character’s  Artifacts in a way that’s very similar to how I   actually do it in the game: Whenever I obtain an  Artifact, I first evaluate whether the Main Stat   is something that’s desirable for my character.  Then, I look at the substats and see if there are   at least 1 or 2 substats that are useful for the  character that I’m building. If it’s an Artifact   that starts with only 3 substats, then I’ll first  upgrade it to +4 to reveal that 4th substat,   and then further evaluate whether it’s worth  upgrading all the way to +20. If I do decide   an Artifact is worth upgrading all the way, then  I finally evaluate whether it’s worth replacing my   character’s current Artifact with it, by comparing  the expected damage output before and after   equipping that new Artifact. By repeating this  process X number of times, we effectively simulate   what our character’s stats might look like at  the end of farming X Artifacts. As an example,   here’s what Wanderer’s Artifacts and stats might  look like after simulating this process with 280   random Artifacts, or roughly 4 weeks’ worth of  farming. One problem that we face though is that   because Artifact generation is so random, if I run  the exact same 4-week simulation again, we can get   a completely different set of Artifacts and a  very different looking stat sheet for Wanderer.   This ends up creating some very inconsistent  results that are difficult to draw any meaningful   conclusions from. One way we can mitigate this  variance is simply to repeat this simulation a   bunch of times – in this case, I chose to run it  a thousand times – and then average out the stats   we get over all of those iterations. Now that  we’ve set up the tools and methodology, we can   try working out some of the problems that we posed  earlier in the video. First, I tried simulating   Wanderer’s stats after 1 weeks’ worth of Artifact  farming, then 2 weeks of farming, then 3 weeks,   and so on and so forth, up to 20 weeks. I chose  20 weeks as a kind of arbitrary maximum because   I felt that that’s usually enough time to farm up  a decent set of Artifacts for a single character,   but of course we could always go higher if we  wanted to. With this series of simulations,   we can see how Wanderer’s stats get stronger  and stronger with each additional week that we   spend farming. The number I’m most interested  in tracking is this “Expected Base Damage”   stat. This is just a product of the total  attack, Crit multiplier, DMG % multiplier,   and Reaction multiplier. This is basically an  aggregated stat that can tell us how “strong”   our character is by combining our offensive stats  into a single number. And we can use this number   to track how strong our overall build is at any  given time. Now, what we can do with this data is   consider week 20 to be our target stat goal,  and then track how close we are to that goal   on any given week. Now that we have this dataset,  we can make some pretty interesting observations.   The first thing that immediately stood out to me  is that we achieve over 60% of our 20-week goal   after just 1 week of farming. That quickly goes  up to over 70% after week 2, and almost 80% after   week 3. The key takeaway here is that the majority  of our character’s power budget from Artifacts is   unlocked in just the first few weeks of farming.  And if you understand how Artifacts work,   this actually isn’t very surprising. Most of an  Artifact’s power comes from its Main Stat. And   for most sets, the set effects are also a huge  part of what makes the Artifact desirable in   the first place. RNG is still a big factor in  finding set pieces with the right Main Stats,   but the randomness is still relatively mild  compared to finding the right substats. It’s   completely reasonable to expect that we can find  these desirable Main Stats within the first few   weeks of farming and unlock most of that power  budget that the Artifacts have to offer. The   second thing that stood out to me is that at the  halfway point in this simulation – or after 10   weeks of farming – we are already 95% of the way  to our 20-week benchmark. Another way of framing   this is that it takes just as long to achieve  the last 5% of our goal as it did to reach the   first 95%. This really puts into perspective how  difficult it is to improve your Artifacts after   you get past a certain point. Once you’ve already  hit these major stat benchmarks, trying to improve   your stats any more just comes down to making  these tiny micro-optimization that cost you a ton   of Resin and barely increase your damage. Bringing  this back to the question of Resin efficiency,   we can already start to formulate a strategy from  what we’ve learned so far: When you start building   Artifacts for a new character, I recommend  starting off by spending about 2 weeks’ worth   of Resin to farm your Artifacts. And in this  time, you’re just looking for pieces that have   the right Main Stat for your character while also  finishing a 4-piece set if that’s something that   your character needs. The pieces that you find in  those first 2 weeks are probably not going to be   great Artifacts. But based on the data that’s  generated by this simulation, even with these   far-from-perfect Artifacts, as long as you have  the right Main Stats and you upgrade them to +20,   you can still expect to unlock about 70% of the  total power budget that your Artifacts have to   offer. And given the relatively small amount  of Resin that’s used in those 2 weeks, this is   a really good deal – this is a very efficient  usage of your Resin. The second thing that we   learned is that Artifact farming quickly becomes  very Resin-inefficient when you’re just trying to   improve your substats. Up to Week 5, it’s actually  not too bad; gaining 10, 6, 3.5% more damage for a   week’s worth of Resin is actually not a bad deal.  But once you start going into Week 6 and beyond,   you’re looking at only 1 to 2% damage increases  for each additional week that you spend farming,   and that’s really just not a very good rate of  return for the Resin that you’re investing. Your   Resin is much better spent on other parts of  your build first. Get your Weapon to 90, get   your Talents up to 8 or 9, level your character to  90. All of these things are more Resin-efficient,   in terms of increasing your damage, than trying  to improve your Artifacts beyond the 5-week   benchmark. It’s only after you’ve done all of  these things that I would continue farming more   Artifacts. From this point, I usually aim for  stats that are roughly around this 9 to 10-week   benchmark. Of course, there’s nothing stopping  you from farming beyond this point. You can only   get stronger from farming more Artifacts. But the  key point that I want you to take away from this,   is that after approximately this 10-week  benchmark, it’s gonna be really tough to   make major improvements on your Artifacts.  Most weeks, you will probably walk away with   no new good Artifacts. On the weeks that you do,  you’re probably going to increase your damage by   1 – maybe 2 – percent. So if you’re in the process  of building new characters or multiple characters,   really do stop and think whether there are  other places that you could spend your Resin on,   before you get this deep into Artifact farming. Up  to this point, we’ve done all of these simulations   and analysis while making a very big assumption.  And that is that we only care about ATK,   Crit Rate, and Crit Damage. And I actually picked  Wanderer in this simulation very deliberately   because he is a character that doesn’t care too  much about having a lot of ER or EM, and he really   just wants those raw, offensive stats to maximize  his Normal and Charged Attack damage, which is   where he gets a majority of his damage output  from. And in this sense, Wanderer is actually very   picky about what he considers a good Artifact.  If it doesn’t have all 3 ATK, Crit Rate, and Crit   DMG, he’s probably going to want to keep looking  for a better piece. Now, on the very opposite end   of this spectrum, we have another damage dealer  who is much better at utilizing all kinds of   different stats. And that is none other than our  Spiral Abyss poster child, Xiangling. The key   difference with Xiangling is that ER and EM are  actually quite valuable stats on her that directly   contribute to her damage output, on top of the  traditional offensive stats like ATK and Crit. And   this means that Xiangling is much less picky about  what she considers a decent Artifact. If we’re   farming Artifacts for Wanderer and we come across  a piece that looks like this: We’re probably going   to throw it away – or at least try to replace it  very soon – because it doesn’t really offer a lot   of value to Wanderer, other than that Main Stat.  But if we’re farming for Xiangling and we find   this piece, we would be pretty happy to see this.  The EM directly amplifies her Vaporize reactions,   and the ER improves the uptime on her Burst,  which is where the vast majority of her damage   comes from. So this is a really good Artifact  for Xiangling, even though it’s not the typical   high-CV Artifact that we’re usually looking for.  Because she’s able to utilize a lot of different   substats effectively, she has a much bigger pool  of viable Artifacts to pick from. That having been   said, let’s see what the stat progression looks  like when we re-run the 20-week simulation with   Xiangling instead. What we see here is that the  overall trend is still very similar – we still   have this logarithmic curve where most of our  progress is front-loaded in the first few weeks,   we hit that 95% mark right around Week 10  again, and we very slowly approach the 20-week   benchmark with each subsequent week. But when we  compare this to Wanderer’s stat progression, we   immediately see one key difference: the progress  in the early weeks of farming is noticeably better   for Xiangling. After Week 1, we are 66% of the way  to our 20-week goal, compared to 60 for Wanderer.   After Week 2, we are 76% of the way there,  compared to 71. And this is directly related   to Xiangling being able to utilize other stats,  instead of just ATK and Crit. Even if you’re not   finding Artifacts with perfect substats in  those first 2 weeks, there’s a much higher   chance that you’ll find at least a semi-decent  Artifact that still boosts Xiangling’s damage,   because she has a much bigger pool of substats  she can work with. The key takeaway here is   that it’s generally less Resin efficient to build  characters that depend on just ATK and Crit – at   least for the first few weeks. If you’re building  a character like Wanderer, you should expect that   his damage will ramp up a little slower in the  early stages of Artifact farming, because you’ll   be looking for very specific pieces with a smaller  pool of acceptable substats, which will naturally   take longer to find. Some other characters that  have similar build styles to this are Itto and,   to some extent, Neuvillette. On the other hand,  characters whose damage scales off of several   different substats ramp up slightly faster. This  means that you can get them off the ground and at   least somewhat working in just the first couple  weeks of Artifact farming. Aside from Xiangling,   characters like Alhaitham and Cyno are on this end  of the spectrum. These are characters that utilize   a lot of different stats to compound their damage,  and it makes it a lot easier to find – not perfect   Artifacts – but at least workable Artifacts. Most  damage dealers fall somewhere in between these two   extremes. Most characters have a desirable substat  pool consisting of one primary-scaling stat like   ATK or HP, then Crit Rate and Crit DMG, and  finally EM or ER, or sometimes both. Aside from   the difference in desired substats, one other  major difference between farming for Xiangling   and Wanderer is that Xiangling uses the Emblem of  Severed Fate set, which is a set that’s available   from the Artifact Strongbox. This means that  even if we find an Artifact that’s not desirable,   we can recycle it to give us another chance  at finding something better. One thing that   newer players might not know about the Artifact  Strongbox is that it actually has a significantly   higher chance of generating a 4-line Artifact  compared to Artifact Domains. Roughly 1 in 5   Artifacts you get from Domain runs will start with  4 substats. This rate is increased to about 1 in   3 for Artifacts you get from the Strongbox. So not  only does using the Strongbox give you a second or   third chance at rolling a desirable Artifact, but  it also statistically produces better Artifacts.   When you compound these two benefits together,  we end up cutting our farming time by a pretty   significant amount. Let’s see what our build  progression for Xiangling looks like when I enable   the usage of the Strongbox. This means that after  we’re done farming and upgrading our Artifacts,   we recycle all the Artifacts that we didn’t  upgrade, and look for new Artifacts to upgrade   out of those that come out of the Strongbox.  Then, we keep repeating this process until   there are no more Artifacts left to recycle. And  this is what we get: At the end of the 20 weeks,   we’re about 2.4% stronger than if we hadn’t used  the Strongbox. And this alone doesn’t sound very   impressive. But rather than looking at how much  stronger we got, I’m a lot more interested – from   a Resin Efficiency perspective – in finding out  how much faster we hit the same stat benchmarks   compared to when we weren’t using the Strongbox.  In the original simulation we ran with Xiangling,   we achieved about 90% of our 20-week goal in  about 6 weeks. If we compare that against the   run where we did use the Strongbox, we’re now able  to achieve that somewhere in between 4 and 5 weeks   instead. Let’s just call that 4.5 weeks. If we’re  aiming for that 10-week benchmark like I mentioned   earlier – or about 95% of the power of our  20-week goal – the Strongbox allows us to hit this   benchmark somewhere between Week 7 and 8 instead.  Again, let’s just call that 7.5 weeks. In total,   we save about 2.5 weeks worth of Resin on farming  Artifacts. This is 2.5 weeks worth of Resin we can   use to start building a new character sooner;  or work on other parts of our build; maybe even   clear the Spiral Abyss that much sooner. The  point is, being able to obtain extra Artifacts   through the Strongbox cuts down our farming time  by a really big amount. If we look at Week 14 of   our “Strongbox-assisted” run, we’ve already  hit the 20-week benchmark from the original   simulation where we weren’t using the Strongbox.  On average, we’re hitting the same stat benchmarks   approximately 1.4 times faster as a result of  using the Strongbox. Another way to think about   this is that the Strongbox multiplies our Resin  efficiency by about 1.4x, which is a huge factor.   Because of this, using the Strongbox is the single  most impactful thing you can do to improve your   Resin efficiency when farming Artifacts. Please  do not feed your +0 5-Star Artifacts for Artifact   experience. Hold onto them, run them through the  Artifact Strongbox for other sets that you need,   and you will save yourself weeks or months worth  of Resin over time. I know some newer players   might be hesitant to use the Strongbox because  it feels like you’re losing a lot of Artifact   experience by not feeding those 5-Stars instead.  But please trust me when I say this – the Resin   that you save from using the Strongbox is going  to be infinitely more valuable than the experience   that those 5-Stars would be worth. Let’s just  consider the scarcity of the two resources.   You come across Artifact experience in a lot of  different ways as you play through this game – you   can get it from your Teapot, you can get it  through exploration, from the 4-star and 3-star   Artifacts that you get from the Domain runs.  Over time, you will very naturally accumulate   an abundance of Artifact experience. Resin, on  the other hand, not so much. Extra Resin is very   difficult to come by and that is intended by the  game’s design. Resin is one of the two premium   resources in this game that ultimately gate your  progress – the other one of course being Fates,   or more generally, Primogems. At a very basic  level, Fates allow you to expand your character   roster and Resin allows you to strengthen your  character roster. So given that Resin is one of   these two premium “progression-gating” resources  as I like to call it, it’s really important to   use every tool that you can to make the most of  your Resin. And the Artifact Strongbox is exactly   one of these tools that can really add a lot of  additional value to the Resin that you spend.   One last thing I wanted to look at is what this  build progression looks like for a character that   cares about only one stat. A prime example that  many players already know about is Kuki Shinobu,   when she’s built as a Hyperbloom carry, who only  cares about maximizing her EM. And this is what   her stat progression looks like. What we see is  that her progression is even more front-loaded   than Xiangling’s. After just 1 week of farming,  we’ve already achieved 74% of the damage we would   output at Week 20, and by Week 4 we’re already  at 90%. Understanding why this happens is kind of   related to the first major lesson that we learned,  and it’s that the Artifact Main Stat makes up the   bulk of its stat budget. And as it happens, EM is  available as a Main Stat on 3 different pieces:   the Sands, Goblet and Circlet. Once you find  these 3 pieces with that EM Main Stat on them,   there really isn’t that much more room to improve  the build. The only way you can get more EM is   from the Substats of the Flower and Plume, but  those are relatively small increases in EM that   are going to take a much longer time. So it’s a  combination of the fact that Kuki only needs EM   and that she doesn’t need to spend extra time  looking for better Substats on these 3 pieces   that allows her to ramp up her damage so quickly.  In general, characters that have mono-stat builds   like this are extremely Resin-efficient to  build. Zhongli, most Anemo supports, and the   damage-augmenting family of supports are some  other characters that fall under this category.   These types of characters are really valuable to  have in a new player’s roster because they add   a lot of value to your teams without requiring a  large Resin investment to start being effective.   This is a big part of the reason why characters  like Zhongli and Kazuha are used on so many   different teams by a lot of players. Of course,  the main reason is that they have very strong,   generalized kits that allow them to fit into many  different teams. But cost to build and time to   find viable Artifacts is an often overlooked, but  important factor, especially if you’re a newer   player. If you are a veteran player and you’ve  been playing Genshin for a long time, you probably   don’t care much about Resin optimization anymore.  You probably have a lot of Weapons already at 90,   an overabundance of Ascension materials, and  lots of +20 Artifacts that are just waiting   for the right character to come and pick them up.  But if you’re a relatively new player who’s just   starting to get into the mid or late game,  I’m sure you can already feel that Resin is   an extremely limiting factor to your Characters’  progress. And starting at AR45, the Resin that you   need to spend on Artifact farming is a big part  of that challenge. With that having been said,   I hope this video and the Key Takeaways that we  covered gave you a better idea of how you should   approach Artifact farming in a way that allows  you to get the most out of what limited Resin   you have. For a lot of people watching, there’s  a good chance that you’re already familiar with   the concepts that we discussed. “Prioritize Main  Stats, focus on Substats later” – not exactly a   novel idea considering how long theorycrafting  in this game has been around. But even if you   are a veteran player, I hope the visualizations of  the stat progression and the ability to quantify   just exactly how much stronger we’re getting  per Resin spent was still a valuable takeaway.   At least for me, these were the kind of findings  that motivated me to write this program and make   this video in the first place. Regardless  of how far you are into Genshin, I hope you   learned at least one new thing from watching this  video. As always, thank you so much for watching.
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Channel: Jyo's Spiral Abyss Guides
Views: 58,067
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Keywords: jyolikearock, jyo
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Length: 19min 11sec (1151 seconds)
Published: Sat Mar 16 2024
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