ICD: The HIDDEN Mechanic They DON'T Want You to Know About | Genshin Impact Mechanics

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Diluc was the very first 5-star character I  pulled in Genshin Impact. At the time, I had a basic understanding of Reactions and I knew that  Melt could amplify the damage of Pyro attacks. When I read about Chongyun’s Skill and how  it could infuse my Normal Attacks with Cryo, I really wanted to get a copy of him. I had an  idea for a combo where I infuse Diluc’s Normal   Attacks with Cryo using Chongyun’s Skill, and then  use a Normal Attack before each cast of his Skill   so I could trigger a Melt reaction on all of them.  In my head, this seemed like a really strong combo   that could amplify all 3 casts of Diluc’s Skill. I finally pulled Chongyun a couple months   later and was really excited to  finally try out this combo. To my surprise and disappointment, I  found that it didn’t exactly work as I   had planned. The first Normal Attack and  Skill cast did trigger Melt as expected,   but my second Normal Attack wasn’t applying any  Cryo on the enemy, despite dealing Cryo damage. I thought maybe I was misunderstanding the  mechanics behind Chongyun’s Skill, or that   I was missing something about how Reactions  worked. I didn’t know it at the time, but   it turns out that that was my first interaction  with a mechanic that we now understand as ICD. ICD stands for Internal Cooldown. It’s a  cooldown that’s not displayed anywhere,   but determines how often an attack can apply  an Element or trigger an Elemental Reaction.   For most attacks, this cooldown is 2.5 seconds.  This means after an attack applies an Element,   we have to wait 2.5s seconds before  it can apply the Element again. If we go back to our example with Diluc, his  first Normal Attack is infused with Cryo and   it applies Cryo on the enemy as expected. This  starts our 2.5-second cooldown. This means his   Normal Attacks can’t apply Cryo on the enemy  again until 2.5 seconds have passed. We can see   here that his 2nd Normal Attack doesn’t apply Cryo  on the enemy, because that cooldown isn’t up yet. Here’s a different example, where I’m waiting  for a couple seconds in between my Normal   Attacks. Since the time in between each of  my Normal Attacks is more than 2.5 seconds,   every hit does apply Cryo and I’m  able to Melt all 3 casts of my Skill. Even if you’re not interested in the details, you  can just think of ICD as something that limits   the Reaction rate in this game. It’s basically  a balancing mechanism that prevents you from   triggering Reactions too quickly. When we think of ICD in this way,   something that we might be more interested in is  whether there’s a way to work around it. If we   somehow find a way to bypass this limitation,  we could apply our Elements more quickly,   trigger reactions more frequently, and overall  deal more damage. And as it turns out, there are   a few ways to work around it. For one, the ICD of different types of attacks are  tracked independently of each other. That means my   Normal Attack has an ICD that’s tracked separately  from the ICD of my Skill, and both of those are   tracked separately from the ICD of my Burst. Yanfei is going to help us demonstrate this. We’re using a Hypostasis as our enemy, because  it has a permanent Elemental aura. This makes   it easy to tell when we’re applying our Element  - every time we trigger an Overloaded reaction,   it means we successfully applied Pyro. If we ever  deal Pyro damage but we don’t see an Overloaded   reaction, that means we’re restricted by our ICD. First, we have a simple example where Yanfei is   just using her Normal Attacks repeatedly.  The 1st one does apply Pyro and triggers   an Overloaded reaction as expected. But  the 2nd and 3rd attacks do not apply Pyro,   despite dealing Pyro damage, because we  are still under that 2.5-second cooldown. Now, let’s look at a second example where  Yanfei is rotating through her abilities   instead of just using Normal Attacks. What  we see here is that her Burst triggers an   Overloaded reaction, and then her Skill  triggers another Overloaded reaction,   and her Normal Attack also  triggers an Overloaded reaction. Even though all 3 attacks  took place within 2.5 seconds,   because we’re using different types of attacks,  we can trigger a Reaction with all 3 of them. Knowing this encourages us to rotate through our  Skills and Bursts to maximize our Reaction rate,   as opposed to using the same  attack over and over again. The second mechanic that can bypass the internal  cooldown is something that’s often referred to   as the “3-hit rule”: if an attack has not  applied its Element for 2 consecutive hits,   the next hit - that is, the 3rd hit - will apply  its Element, even if 2.5 seconds have not passed. To see this more clearly, let’s  replace Yanfei with someone who can   attack a little faster, such as Hu Tao. Our first Normal Attack applies Pyro and   triggers an Overloaded reaction, as expected.  From this point, we would normally have to wait   2.5 seconds before our Normal Attack can  apply Pyro again. However, our 4th attack   does apply Pyro and triggers another Overloaded  reaction, even though 2.5 seconds haven’t passed. This is thanks to the 3-hit rule. Since we  last applied Pyro on the 1st hit, we can apply   Pyro again 3 hits later, on the 4th hit. What’s more is that even though the 3-hit   rule bypasses the ICD, it doesn’t reset the  original 2.5-second cooldown. This means that   my 5th attack, which happens 2.9 seconds after  my 1st attack (greater than 2.5 seconds), gets to   apply Pyro again and Overloaded one more time. This is another mechanic that allows us to work   around our ICDs, but instead of rewarding  combos that use different types of attacks,   it instead encourages us to just  attack really, really quickly. Abilities that can hit multiple times  in quick succession or characters with   really high attack speed, such as Ayato or  Yoimiya, benefit from this mechanic the most. This mechanic is one of the main reasons  why Xingqiu is such a strong Hydro applier.   Xingqiu’s Burst enhances our Normal  Attacks to deal additional Hydro damage,   but the key characteristic is that the Hydro  damage comes in waves of multiple hits at a time. This means that his Burst accumulates  hits very quickly and allows him to   trigger the 3-hit rule much more frequently  than most other characters can. As a result,   almost every Normal Attack that’s enhanced with  Xingqiu’s Burst will apply Hydro on the enemy. By the same logic, Yelan is also an  excellent Hydro applier. Her Burst   conveniently comes in waves of 3 hits at  a time, so regardless of the ICD timer,   that means every wave will trigger  the 3-hit rule and apply Hydro. The third and final way to bypass  ICDs is simply to use attacks that   have reduced ICDs or don’t have an ICD. In general, abilities that have higher   cooldowns or can only hit every once in  a while, typically don’t have an ICD. But   this is kind of balanced by the fact that  you can’t use them frequently anyway. (Most) Catalyst and Bow Charged Attacks also fall under  this category. But again, Catalyst Charged Attacks   cost a lot of Stamina, and Fully Charged Aimed  Shots have a relatively long wind-up. So even   though they’re not restricted by ICD, they already  have a kind of “rate-limiter” built into them. What’s a lot more interesting are abilities that  do hit frequently, but also have a reduced ICD. Venti’s Burst has an ICD of 1 second, allowing  him to trigger Swirls and a number of other   reactions much more frequently in  the span of his 8-second Burst. Polearm Charged Attacks have an ICD  of 0.5 seconds. This relatively low   cooldown is what allows Hu Tao’s Charged  Attacks to trigger Vaporize on every hit   and make her the dominant carry that she is. Kokomi’s Skill is another example, that ticks   pretty frequently and can maintain 100% uptime  (with the help of her Burst), yet has no ICD. And finally, we have Xiangling’s Burst, which  is probably the most well-known example in   this category. At C4, her Burst deals at  least 10 hits of Pyro damage in just 14   seconds. And with no ICD, every one of those  hits can apply Pyro and trigger a Reaction. These are the types of attacks that kind  of break the system. They get to hit   frequently and they’re not restricted by ICD. And it’s no coincidence that these characters   are members of some of the strongest teams in  the current meta. These teams are strong exactly   because they’re composed of characters that can  bypass the limitations imposed by the ICD system. Xingqiu and Xiangling make up the Reaction  core of the National team. As we saw earlier,   Xingqiu is able to work around the limits of  ICD because his Burst takes advantage of the   3-hit rule very effectively. Xiangling’s Burst  simply doesn’t have an ICD. It’s only when you   put these two together that you get the perfect  formula that enables Xiangling to trigger Vaporize   on most or all of the ticks on her Burst. The Melt Rosaria team that I love so much   hinges on the fact that neither Rosaria’s Burst  nor Xiangling’s Burst has an ICD, allowing Rosaria   to trigger Melt on nearly all of her hits. As I mentioned before, Hu Tao teams take   advantage of the short ICD on her Polearm  Charged Attacks, and also leverage Hydro   appliers like Xingqiu and Yelan, who we already  know utilize the 3-hit rule to bypass ICDs. The Nahida Hyperbloom or Burgeon teams that have  recently risen to prominence depend on the shorter   ICD of Nahida’s Tri-Karma procs. Combine this with  Kokomi, whose Skill doesn’t have an ICD, and you   get a combination that allows you to trigger Bloom  much more frequently than typical Dendro teams. At the center of all of the strongest  Reaction-based teams, we can usually find at least   2 core characters who can work around - or even  completely ignore - the usual limitations imposed   by the ICD system. This allows these teams to kind  of cheat their way into triggering more Reactions   than most other teams are allowed to do. Of course, there are other major contributing   factors to why these teams are so strong, and why  others don’t work quite as well. Mechanics like   snapshotting, Elemental gauge consumption,  damage uptime, and Energy constraints are   all factors that come into play when  we look at what makes a team work. But ICD is certainly one of those factors, and,  in my opinion, one of the most important ones. This video that started with a simple Diluc  demo very quickly went down the rabbit hole   of a pretty complicated concept that the  game doesn’t teach you about, but is very   much relevant in its gameplay. As complicated  as it is, I hope this helped sort of demystify   this somewhat obscure mechanic that is ICD. Hopefully you have a better understanding of why   some characters are so highly valued, and why some  team comps are put together the way they are. No matter what you took away from this video,  as always, thank you so much for watching.
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Channel: Jyo's Spiral Abyss Guides
Views: 236,145
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Length: 10min 0sec (600 seconds)
Published: Wed Jan 11 2023
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