Genshin Impact Damage Calculator
Which build hits harder? Enter your numbers and get exact in-game formula math — no guessing.
Enter your attack stat, talent multiplier, crit rate/damage and elemental reaction → get one-hit damage (normal, crit, average). Use it to compare builds or pick a weapon.
Genshin Impact Damage Calculator
Enemy settings (advanced)
The formula used (transparent)
- Base DMG = Talent multiplier × Stat (usually ATK).
- × (1 + DMG Bonus) × DEF multiplier (character level 90) × RES multiplier.
- Crit × (1 + CRIT DMG); Average weights in your crit rate.
- Amplifying reaction (×1.5/×2.0) × (1 + EM bonus + reaction bonus).
Damage formula follows the verified community standard, checked by golden tests.
Basic damage formula: the 8 independent multiplier zones (八大乘区)
The Chinese-language theorycraft community sums up Genshin damage as exactly 8 independent multiplier zones, all multiplied together: (1) base damage = ATK × Talent %, (2) percentage DMG Bonus (elemental or Physical), (3) CRIT, (4) the target's DEF zone, (5) the target's elemental RES zone, (6) amplifying reactions (Vaporize/Melt), (7) vulnerability/resistance-shred effects (lowering enemy RES or raising DMG taken %), and (8) transformative reactions (Overload/Superconduct, etc).
Because these zones MULTIPLY rather than add, damage grows fastest when several zones are raised evenly instead of dumping everything into one zone that's already high — for example, if ATK is already very high but CRIT Rate is only 15%, adding more CRIT is almost always worth more than adding more ATK.
The damage calculator above this page follows exactly this 8-zone structure once you enter character, weapon and Artifact stats — every section below corresponds to one multiplier zone in that overall formula.
The CRIT zone: base CRIT Rate/CRIT DMG and how Expected Average Damage is calculated
Every Genshin character starts with a base CRIT Rate of 5% and base CRIT DMG of 50% — both only rise further through Weapons, Artifacts (main and sub-stats) and certain character/team effects.
Because a CRIT only lands by CHANCE rather than on every hit,
the correct way to reflect a build's long-run "average" damage is Expected Average Damage (期望): using CRIT Rate as a weight to blend between a CRIT hit and a non-CRIT hit,
instead of just looking at the maximum CRIT-hit number.
Formula: Expected Average Damage = Non-CRIT Damage × (1 + CRIT Rate × CRIT DMG). For example, at 50% CRIT Rate and 150% CRIT DMG (100% base + rolled), the expected multiplier is 1 + 0.5×1.5 = 1.75 — meaning the long-run average hit is 75% stronger than a non-CRIT hit, not 150%. The damage calculator above always shows all 3 figures — non-CRIT, CRIT, and Expected Average — to avoid the trap of judging a build "strong" purely from an impressive max-CRIT number.
Target RES and DEF zones: the 3-branch elemental resistance formula
Damage dealt is always cut down by the target through 2 independent multiplier zones: the DEF zone, which depends on the level gap between your character and the enemy (formula: (CharLv+100)/((CharLv+100)+(EnemyLv+100)×(1−DefReduction)×(1−DefIgnore)), with DEF Reduction capped at a combined 90%), and the Elemental RES zone, which splits into exactly 3 branches depending on the target's resistance level rather than one fixed formula: RES < 0% → multiplier = 1 − RES/2; 0% ≤ RES < 75% → multiplier = 1 − RES; RES ≥ 75% → multiplier = 1/(4×RES + 1).
What this means in practice: once a target's RES is pushed NEGATIVE (e.g. via a shield/skill that lowers RES), the multiplier grows at half the rate it does in the 0-75% range — meaning shredding RES down to 0% is always worth more than pushing it further below 0%. Conversely, when a target has very high RES (≥75%, a "hard-resist" enemy), the formula flips to an inverse shape that crushes damage sharply — this is why enemy RES shred is always most effective against high-RES targets rather than low/zero-RES ones.
Amplifying reactions (Vaporize/Melt) & Elemental Mastery amplification
The two most common amplifying reactions — Vaporize (Hydro+Pyro) and Melt (Cryo+Pyro) — multiply DIRECTLY into the base damage of the hit that triggers the reaction, and the multiplier shifts depending on which element is applied first vs. which triggers it: Pyro-applied-first + Hydro-triggers (or Cryo-applied-first + Pyro-triggers) = 2.0x; Hydro-applied-first + Pyro-triggers (or Pyro-applied-first + Cryo-triggers) = 1.5x. Both multipliers are further boosted by Elemental Mastery (EM) through a diminishing-returns hyperbolic formula: added multiplier = (2.78 × EM) / (1400 + EM) + any other reaction bonus (fixed game-formula constants, community-verified) — meaning the first points of EM are far more valuable than the 1000th, since EM scales non-linearly.
Amplifying reactions are fundamentally different from transformative reactions (Overload, Superconduct, Electro-Charged, etc): a transformative reaction deals a FLAT damage instance calculated separately from character level and EM, does NOT scale with ATK, is NOT reduced by RES/DEF the same way, by default CANNOT CRIT, and does not benefit from normal percentage DMG Bonus — so the two reaction types can never be compared using the same formula.
How to read the damage calculator above: from character stats to the 3 damage figures
The damage calculator at the top of this page needs 4 groups of data to run the 8-zone formula above correctly: character stats (ATK/DEF/HP/EM/CRIT Rate/CRIT DMG/DMG Bonus, plus level and the Talent rank being used), weapon (refinement rank decides how strong or weak the secondary effect is), Artifact set(s) (either two 2-piece sets or one 4-piece set, plus each piece's main/sub-stats), and target stats (enemy level, per-element RES, and whether DEF/RES are currently being lowered).
Once all of this is filled in, the result always returns exactly 3 comparable figures: non-CRIT damage, CRIT damage, and Expected Average Damage (long-run average) — use the Expected figure as the standard when comparing two builds, since it's the number that correctly reflects real combat performance across many hits.
One important note: results can differ from the in-game display by roughly 1% due to rounding at several intermediate steps (rounding Talent %, rounding the final stat, etc.) — this is normal behavior across every Genshin damage calculator on the market, not a formula error.
Common build mistakes that leave real combat damage below the displayed number
- Dumping everything into ATK while ignoring the CRIT zone: since all 8 zones multiply, a character with high ATK but under 50% CRIT Rate always has a lower Expected Average Damage than a balanced build with moderate ATK plus CRIT hitting a proper threshold (commonly targeting roughly 60-70% CRIT Rate to a 1:2 CRIT Rate:CRIT DMG ratio as the common optimal baseline).
- Picking a % DMG Bonus that doesn't match the element/damage type actually being dealt: Artifact or weapon effects granting Pyro DMG Bonus don't apply to a skill dealing Physical damage, and vice versa — mismatching the type inflates the number shown on the character panel while the actual damage of the skill you're using stays unchanged.
- Ignoring a specific boss's actual RES/DEF: an optimized build on the calculator assumes a default 10% RES, but many Abyss bosses carry much higher elemental RES or are immune to certain effects — skipping a check on the target's real RES makes the calculator number diverge sharply from real combat.
- Confusing amplifying reactions with transformative reactions when estimating damage: stacking both into the same ATK×Talent% formula produces a wrong number, since a transformative reaction is a flat instance calculated separately from EM/level, not the same kind of damage as a regular skill hit.
- Calculating a single hit instead of a full team rotation: a skill with a high Expected Average Damage on paper but a long cooldown or heavy stack-buildup requirement can yield LOWER overall DPS across a full rotation than a lower-numbered skill that repeats quickly — always cross-check against the Teams page to calculate over a real combat cycle rather than a single hit.
Additive reactions (Aggravate/Spread — Dendro): how they differ from amplifying reactions
In patch 6.7, with Dendro extremely common, there is a second family of reactions beyond amplifying ones: additive reactions, namely Aggravate and Spread, both born from the Quicken state (Dendro + Electro).
The core difference: amplifying reactions (Vaporize/Melt) MULTIPLY the base damage, while additive reactions ADD a flat amount into the base damage of the triggering hit — an Aggravate coefficient of ×1.15 and a Spread coefficient of ×1.25 (estimated, not cross-checked) applied to a base value that scales with character level.
Because that added amount is folded into the base BEFORE the CRIT, DEF and RES zones, additive reactions behave very differently from transformative ones: additive damage CAN CRIT and DOES benefit from element-specific DMG Bonus (Electro for Aggravate, Dendro for Spread).
Elemental Mastery also raises this added amount along a diminishing-returns curve, but using different constants than the amplifying formula — so an Aggravate team still wants both EM and CRIT, and does not drop CRIT entirely the way a pure transformative team does.
Breaking the 8 multiplier zones down with a concrete worked example
To see how the 8 zones "multiply together", here is one sample hit: a Lv90 character with 2,000 ATK and a skill at 200% Talent scaling, 70% CRIT Rate / 140% CRIT DMG, 46.6% elemental DMG Bonus, striking a Lv90 target with 10% RES.
| Multiplier zone | Example | Factor |
|---|---|---|
| 1. Base (ATK×Talent%) | 2,000×200% | 4,000 |
| 2. DMG Bonus % | 1+46.6% | ×1.466 |
| 3. CRIT (expected) | 1+0.7×1.4 | ×1.98 |
| 4. DEF (Lv90 vs Lv90) | 190÷380 | ×0.5 |
| 5. RES (10%) | 1−0.1 | ×0.9 |
| 6. Amplifying reaction | forward Vaporize | ×2.0 (if any) |
| 7. Vulnerability/shred | none | ×1.0 |
| 8. Transformative | separate | — |
| Result, no reaction | ≈5,225 | |
| Result, forward Vaporize | ≈10,449 |
The DEF, RES, CRIT and base figures in the table all follow the exact formulas cross-checked in the sections above. Zone 7 (vulnerability/RES shred) is ×1.0 here because the example has no shred; zone 8 (transformative) is calculated separately, so it is left blank. This is exactly how the calculator above builds its final result.
How to score an Artifact yourself: Crit Value (CV) and sub-stats
When deciding whether to keep or trash an Artifact, the most common quick score converts its sub-stats into Crit Value (CV): CV = CRIT Rate(%) × 2 + CRIT DMG(%). The factor of 2 reflects that 1% CRIT Rate is worth twice as much as 1% CRIT DMG while you hold the optimal 1:2 ratio.
For example, suppose a piece rolled 15.5% CRIT DMG and 10.5% CRIT Rate → CV = 10.5×2 + 15.5 = 36.5. A strong DPS circlet is commonly targeted at a total CV of ≥ 40, counting only the two CRIT sub-stats.
But CV only measures the two CRIT stats — a well-rounded Artifact also needs sub-stats that match the character: ATK% for most DPS, EM for reaction drivers, Energy Recharge for characters that need their burst up. Don't trash a low-CV piece if it carries the exact sub-stat you're short on.
Practical rule: lock in the correct MAIN stat first (CRIT circlet, elemental goblet, ATK%/EM/ER sands by role), then weigh CV and sub-stats — a CRIT circlet at CV 30 still beats an ATK% circlet at CV 50 for most DPS.
From single-hit damage to team-rotation DPS
The calculator above gives the damage of ONE hit, but real Abyss strength is rotation DPS — the whole team's total damage across one cycle, divided by that cycle's length.
The practical formula: Rotation DPS = (sum of Expected Average Damage of every hit in one rotation) ÷ (rotation length in seconds). A standard rotation is: open buffs, place support skills/bursts, then dump the main DPS's output window.
This is why a skill with a high Expected number on paper can still lose in practice: if its cooldown is longer than one rotation, it doesn't come up every cycle, so its average DPS gets diluted. Conversely a low-numbered normal attack that fires constantly adds up to a lot.
How to use the calculator correctly: compute each hit's Expected value for the main DPS, multiply by HOW MANY times that hit lands in one rotation, add the supports' damage, then divide by the rotation length (often ~20 seconds per Abyss floor). Cross-check the Teams page for the optimal skill order.
Team buffs: Character, Weapon, Artifact buffs & Elemental Resonance
Beyond a character's own stats, real combat damage is further multiplied by 4 independent sources of team buffs: Character buffs (a support's elemental skill or burst raising ATK, DMG Bonus or CRIT for teammates, or lowering the enemy's RES/DEF), Weapon buffs (passive effects that trigger on hit or on entering combat), Artifact buffs (a set's 4-piece effect, usually adding % DMG Bonus or some special condition), and Elemental Resonance — automatically activated once the team has 2 or more characters sharing an element, with each element granting a different party-wide effect: Pyro raises ATK, Hydro improves healing effectiveness, Cryo raises CRIT Rate against targets affected by Cryo/Frozen, Electro helps regenerate Energy Recharge, Anemo lowers stamina consumption and shortens elemental skill cooldowns, and Geo raises RES and damage while shielded by a Crystallize shield.
A stacking rule worth remembering when calculating by hand: several buffs of the SAME type (e.g. two sources both adding elemental % DMG Bonus) usually ADD together into a single multiplier zone before being applied to the overall formula above, while buffs of DIFFERENT types (ATK buffs, DMG Bonus buffs, CRIT buffs...) sit in different zones among the 8 zones described earlier — so when comparing two team comps, add up buffs within the same zone first before entering them into the damage calculator above.
3 output types besides DMG: Shield, Healing, and pure Buff
Not every skill deals damage (DMG) — many support characters have skills that create a Shield, provide Healing, or purely Buff (raise a teammate's stats), and all 3 of these output types fall OUTSIDE the 8-zone damage formula described above.
Shields usually scale off a base stat belonging to the shield's own caster — most commonly Max HP or DEF depending on the character, not ATK — and some shields also absorb more when hit by damage matching the shield's own element. Healing usually scales off the healer's Max HP plus a flat amount, then multiplies by the healer's Outgoing Healing Bonus and the healed character's Incoming Healing Bonus.
Pure buffs (adding % ATK, % DMG Bonus, lowering enemy RES, etc.) are not a standalone damage number — they are an ADDED input into the corresponding zone of the main DPS character when running the calculator above; when comparing two team comps, add this buff into the main DPS's stats before entering the calculator, rather than counting the buff as its own separate damage.
Table of each Artifact sub-stat's highest roll value
When scoring an Artifact (see how to calculate Crit Value above), it helps to know that every sub-stat has a fixed highest "roll" value — a 5-star Artifact gains a new sub-stat or an added roll into an existing one every 4 levels, and each roll always lands around the following highest values:
| Sub-stat | Highest roll value (per roll) |
|---|---|
| CRIT Rate | ~3.9% |
| CRIT DMG | ~7.8% |
| ATK% | ~5.8% |
| HP% | ~5.8% |
| DEF% | ~7.3% |
| Elemental Mastery (EM) | ~23 |
| Energy Recharge (ER) | ~6.5% |
Landing every single roll at the exact highest value above on the same piece is very rare; most good Artifacts players actually use only average a fairly high roll rather than the absolute maximum every time — which is why the real Crit Value of most builds sits around 20-40 rather than always hitting the theoretical ceiling.