When Are Your Artifacts Good Enough? | Optimize Artifact Farming in Genshin Impact (Universal Guide)

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by the end of this video you will have all the tools you'll need to create the most efficient artifact farming plan for your own account to maximize your favorite characters and teams with some simple calculations we'll also be going through some break points so that you know exactly which artifacts to roll which artifacts to trash which artifacts the strong box and when to switch Focus away from a specific domain or character [Music] into version 3.x you'll want to go with a mix of the deep wooden emblem artifact domains depending on the exact types of teams you're building for Abyss with the leftover 5 Star artifacts they can be recycled into the Vera dozen strong box first followed by the noblest wrong box after obtaining one or two four-piece iridescent sets these six sets provide significant boost to the widest array of characters and teams if you're from the future I recommend checking the pin comment for any potential changes to this plan and now let's begin breaking down artifact probability starting off simple these are the main stat probabilities for each variant of artifact feathers and flowers always have flat attack and HP respectively which should leave just three artifact types to analyze the Sans is the simplest out of the bunch with energy recharge and Elemental Mastery each having a 10 chance to be the main set and the remaining 80 being evenly distributed to HP defense and attack for the circlet crit rate and crit damage main stats are typically the best with only a few rare exceptions the Goblet has the largest dist region of main stats thanks to having access to all variations of Elemental damage bonus however over half of all goblets will have HP attack or defense main stats leaving more valuable main stats with comparatively low individual chances when first building a character getting artifacts with the correct main stats to plus 20 is the most efficient Improvement you can make for a damage dealer following weapons level 6 talents and by extension a character's fourth Ascension level 90 can also be a consideration for characters focused on triggering transformative reactions before optimizing sub stats part one an artifact strength is roughly split 50 50 between main stats and substats a fully leveled five-star artifact will have a total of either 8 or 9 sub stats depending on if it starts with three or four respectively meaning a full artifact set consists of between 40 and 45 sub stats across all five pieces one main stat is equal to eight Max rule sub stats in terms of value but what does Max role mean substance have a slight variance for how big their numbers are each one has a baseline maximum value for crit damage on a five star artifact its max value is displayed as 7.8 percent but is approximately 7.77 before visual rounding this is why crit damage becomes 15.5 when you get a second Max roll instead of 15.6 then a number ranging from 0.7 to 1 stepping by 0.1 is chosen each number having an equal chance of being picked which results in four possible values for the sub stat if you've ever heard someone talk about lower High Rolls this is the principle they are referring to the average multiplier for roles is 0.85 so a subset with a 0.8 or 0.7 multiplier would be considered a low roll it is 0.9 and 1 considered as High Rolls multiple High Rolls result in a subset with higher roll value this is a layer of RNG that you should not be concerned with because a full artifacts it has so many sub stats the roles often balance each other out close to the 0.85 average using the average one main set is roughly worth 9.4 sub stats because roll value is usually such a small factor it only becomes a real consideration when trying to maximize a character after the more important stages of artifact farming there are two main rules for artifact substance the first rule is that subsets cannot match the main stat and the second is that all four substats have to be unique because of these rules artifacts have slightly different probability breakdowns for each subset they can have depending on what the artifact's main stat is but luckily there's a very simple way of visualizing subset RNG here is the full list of possible artifact substats each one gets assigned a number representing its weighted probability notice that this means that a given flat stat is twice as likely to be picked compared to a crit stat so why are subsets distributed in this specific way to understand the answer it's time to uncover exactly how valuable each subset is and figure out the optimal combination of stats this is a chart that visualizes how much of an increase each substance gives the graphs horizontal axis going left to right indicates the quantity of substance further right means more substance the graph's vertical axis going bottom to top will show how much of a damage increase gaining a substance is higher up equals more damage gain this line represents sub stats of attack percent even though each subset is worth the same amount of attack the percentage increase slowly diminishes the more attack percent a character has this is because a character's base attack which you can see when opening a character's stat details as this white number remains constant it is only affected by the character's level and weapon we care about percentage increase because ingen's damage formula every offensive stat gets multiplied with one another characters scaling damage bonus crit and EM multiplier for increasing damage Elemental Mastery gets converted into a different stat called em multiplier or emm for short if you look into gentian stat page you'll find this mult player here which is a slightly different formula for each type of Elemental reaction damage bonus follows a similar Trend as attack percent with the key difference being that all attack percent scaling characters start off with the bonus 311 attack from their feather which generally makes attack percent start off at a slightly lower point emm is the true multiplier that increases damage dealt which is what will be represented in this graph each formula has built-in diminishing returns however due to em existing in the denominator HP percent and defense percent scale similar to attack percent but very character to character due to the different ways characters scale off those stats some convert their HP or defense to attack While others deal damage directly from their HP or defense stats crit rate and current damage are the only stats not to diminish but increase in value in the beginning to keep things simple grit damage gets stronger the more crit rate you have with the one to two ratio maximizing the average multiplier gained from crit a character that crits with 100 crit damage does double their normal damage with 50 crit rate half the time the character deals double damage and in the other half they deal normal damage the average multiplier would then be 1.5 this number would be the character's crit multiplier which is what the line of the graph refers to effectively consolidating both crit rate and damage in an ideal one to two ratio you can figure out any character's crit multiplier through this simple formula it's very useful for deciding between a crit rate or crit damage main stat circuit this damage optimization chart is very useful for deciding what main stats are best to use on a character you pick out the point that's highest on the graph to decide which main stat to go for after accounting for all the Buffs that you're getting as an example I'll go through a list of shangling's Buff's equipment Ascension passives Etc that modifies the chart to tell us what artifact main stats and set bonuses to go for and so with this setup in a team such as rational with her on the catch the best main sets to go for would be an em Sans damage bonus which comes in the form of pyro damage bonus from the Goblet and of course crit on the circle it with all that done we finally have a chart that accurately depicts the amount of damage chungling gains per substat crit is not the end-all be-all yes it's the step that gives the biggest increase generally but stats like attack percent and EM for Em scalars are not significantly behind even in unfavorable cases two attack percent rules can match or exceed damage gain from a crit roll energy recharge also should not be discredited exceeding Baseline recharge requirements while a damage loss compared to a stat that increases damage directly allows for more room for error and player freedom in rotations leading to a more comfortable experience for the average player in more difficult types of content from this information each character can be assigned their valuable sub stats which will be defined as the subset that noticeably impacts character output performance this will discredit insignificant flat stats when they are made obsolete by their percentage counterparts as well as HP and defense on characters that do not have primary HP or defense scaling as it only adds to a character's survivability obviously valuable subsets vary from character to character but you can decipher them yourself without needing to make a graph by just analyzing a character's kit through these general rules what's that do they primarily scale on in their talents how many Elemental reactions are they triggering are they solely triggering melt and vaporize are they contributing a significant amount of talent damage how important or expensive is their Elemental burst and how much energy is the team generating there will always be exceptions but at the very least following these rules will allow you to better hone in on the stats that your characters need depending on the starting number of valuable subsets You can predict how many good roles an artifact is likely to get using binomial distribution which is a fancy word for describing overall probability from many smaller probabilities let's say I'm rolling this crit rate circlet with one good substance crit damage it started with three sub stats and it's currently at plus four so it has four more sub stats to gain this makes the success probability 25 which is repeated over four trials and we want four successes plugging this data into the binomial distribution formula gives this probability the odds that all four roles are crit damage are just 0.39 or 1 in 256. three out of four rolls into crit damage it's about a more than 21 chance and so on we can do the same thing for artifacts with a greater starting number of valuable sub stats which increases the probability of success as well as artifacts that begin with four subset lines which just increases the number of Trials from four to five another way of looking at these artifacts is in terms of average valuable roles a shorthand way of predicting how many valuable roles a known effect will have is maximum possible substance times the number of good Baseline substats divided by four for example a fourth starting line artifact with two good subsets is expected to have four and a half good substance at plus 20 an equal chance of having between four and five of course not every artifact starting with two good subsets is going to have four or five valuable roles at plus 20. so here is a more significant chart for expected valuable subset yield depending on how many valuable substance the artifact starts with the text highlighted in white represents the end point for favored probabilities for each artifact type anything past the white text to the right means the artifact isn't not favored to gain that sub stat as an example in order to hack with three good substance started with three subset lines is most likely to have at least six valuable sub stats anything beyond that is unlikely we can also determine the realistic ranges for each artifact using this chart which I will Define by where the percentages are between 10 and 90 percent overall these two lists are more important to memorize when forming artifacts as they more accurately represent upgrade potential artifacts won't be worth rolling if their potential on a specific character does not match or exceed the current number of valuable subsets they have what I've been describing is ways to form artifacts that can serve Mora and resources if you have the spare resources then you can just afford to roll an artifact based on its maximum potential not just the most likely probability once the artifact loses its potential to be an upgrade then you can stop rolling it and feed it into a different piece the more damage a character contributes to the team the more their artifact quality matters you'll want to prioritize the character dealing the most raw damage than at some point switch to the second most and so on however at what point is it worthwhile to switch characters let's find out with the numbers in hand for obtaining artifacts we can sort them into a list going from easiest to obtain to most difficult to figure out the notable breakpoints for artifact forming breakpoints will differ from character to character depending on the number of valuable sub stats and which main stats are preferred I've Consolidated the data into comprehensible tables for each level of investment feel free to pause the video to see more specific purposes for each of these levels to summarize the results here are the general guidelines to artifact farming one get correct main stats for damage dealers two get correct means that's an important 4p sets such as the veridescent and deepwood sets for characters with lower damage contribution and meet their ER requirements three reach Baseline subset investment for all damage dealers going in order of damage contribution 4. invest more into damage dealers and switch characters when a good investment level is reached artifact strong box value the strong Box gives slightly better odds at obtaining an artifact with four subsets to start how much of an impact does this really have as it turns out not a super significant one forgetting artifacts with at least five valuable subsets for any variant strongbox increases the rate by less than 10 percent where it becomes more significant is for artifacts with at least seven or more valuable sub stats eventually maxing out at a 70 battery for artifacts with the maximum amount of valuable substance either 8 or 9 but a 70 rate increase on a really tiny chance is still a really tiny chance with this knowledge the artifact strongbox has two primary roles first to avoid forming artifact domains with only a single desired artifact set this is mainly useful for getting Baseline sets with correct main stats rather than for getting subset upgrades since obtaining artifacts from the strongbox is slower than farming in domains even if only one set in the domain is useful second to min max characters whose sets have already been farmed for I would recommend switching from domains to the strong box once the artifacts set is somewhere between High investment and ceiling to your investment perfecting artifacts and artifact's quality can sometimes play into what the next upgrade objective is an artifact with six valuable substance but perhaps only with one line of crit May warrant aiming for another artifact with six valuable substance but with more crit roles instead rather than shoot straight for one with seven sub stats which can change the 5 Star artifacts you choose to roll versus discard near the beginning of the video I claim that the only place where roll value can be considered relevant is when players are hunting for perfect artifacts where getting higher roles is necessary to overcome the 50 crit value barrier to briefly explain crit value is a conceptual metric used to determine how many crit roles an artifact has and is not super useful for upgrading characters early on since crit rate and crit damage should ideally be in a one to two ratio with one another calculating crit value is as simple as multiplying an artifacts crit rate by 2 and adding it together with crit damage when there are seven roles of crit accounting for role value the range of total Court value is between 38.1 and 54.4 with the average around 46 to having a total curve value over 50 is considered the final break point for how good an artifact is by many just from a big number perspective with all the knowledge in mind let's take a look at how long it would take for Shang Ling to get an optimal build where the best subset roles are always crit bringing the roll table for the rarest artifacts down to two valuable subset odds in terms of constraints the circlet is the most difficult piece to obtain due to having a crit rate means that resulting in both the base probability of having four valuable subsets and needing to have all four roles go into crit making the probability much lower this is followed by the stands for also having a mainstat interfere with the best subsets and then the Goblet assuming an optimal crit circuit was obtained from a different set obtaining a perfect em stands becomes the dictator for the amount of time in resin spent since every other artifact can be presumed to be collateral however this does indicate the chance should be looked at from a higher confidence level which will lower the final odds even further artifacts have a 3.165 to the negative 7 chance of being a perfect shangling onset em Sans also known as 1 in 3.16 million this would already take nearly 2 000 years of non-stop artifact farming without ever capping resin to get without considering resin refresh but we can go even further taking roll value into account makes the odds even lower all 9 sub stats should ideally be Max rules a 25 chance for each one the final odds are approximately 1 in 830. billion for reference this would take a single question account roughly 500 million years of artifact farming to achieve or 100 million gentian accounts farming for emblem pieces for five years straight every day non-stop and this is just the average a higher confidence level would take even longer than this and that's why you shouldn't bother with getting perfect artifacts with all crit roles remember the key principles of this video and your favorite characters will be significantly improved if you enjoyed learning about optimization in gentian you may find some useful information in this video guide about whether or not it's optimal for you to wish on the weapon Banner
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Channel: Vidmilo
Views: 355,909
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Keywords: genshin impact, genshin, genshin impact artifacts, genshin artifact guide, genshin impact artifact guide, artifact guide genshin, artifact guide genshin impact, genshin artifact probability, genshin artifact strongbox, genshin artifact rolls range, genshin artifact substat guide, artifact substats genshin impact, genshin substat probability, substat probability genshin, genshin impact substat chance, genshin impact artifact chances, artifact chances genshin
Id: 8jX1sb4K6xo
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Length: 16min 34sec (994 seconds)
Published: Mon Jul 17 2023
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