(Genshin Impact v1.1)
Genshin Impact's system for gearing is to collect artifacts that provide various types of stat modifiers. The current system involves three layers of randomness that make it an incredible grind to get a "good" artifact. While this moderates the chances of getting greatly skewed stats, it also makes for a very frustrating experience. And with the better artifacts locked behind Resin activities, it can be very depressing to finally get what looks like a "good" artifact only to later have it "ruined" by undesirable stats added during the artifact levelling/improvement process.
This proposal to revise the Artifact system has a mixture of randomness and incremental progress, and ultimately nothing is wasted -- and this last feature is possibly one of the most important. Currently, there is no reason to try to get any artifact until a high World Level when you are guaranteed a 5-star rated Artifact. Anything you get that is less than 5-stars will ultimately be thrown away because artifacts cannot be improved beyond that.
Artifact Generation
Artifacts are generated at +0 rating with:
- One Element for the artifact. This can be any of the seven Elements or Physical Damage. It affects any attributes on the artifact that are related to Damage type, and it cannot be changed. This is the core RNG factor.
- If this is too little RNG, an additional mechanic could be used where all artifacts worn must have the same Element for the stats to be at full efficiency.
- One unit of Emotion for each star rating. These are basically the various types of Attribute modifiers, such as +ATK%.
- There is no longer any Base stat for an artifact.
- For game balance, some artifacts cannot have certain Emotions.
- The total number of units of an Emotion on an artifact is converted into an actual Attribute adjustment based on a diminishing returns scale.
Artifact Enhancement
An artifact has an Emotional Capacity of ( stars x (level + 1) ) Emotions. So a 5-star level 20 artifact has 105 units of Emotion; whereas a basic 1-star level 0 artifact has only 1 unit of Emotion. Whenever an artifact gains a number of Emotions equal to its Star rating, it gains a level.
Whenever an Artifact is used to Enhance another artifact, all its Emotions are added to that artifact.
When an Artifact is at Maximum Level and maximum Emotional Capacity, adding more Emotions is still possible but the weakest Emotions fade away.
- When an artifact is at full Emotional Capacity, adding an Emotion will cause some existing Emotions to be removed.
- Only those Emotions of the types that were not added are removed, beginning with the ones with the least number of units.
- If the artifact is still over Emotional Capacity, then the weakest remaining Emotion is reduced.
- In this way, an artifact can be over-Enhanced to change its Emotional mix.
Example:
A 1-Star artifact has a maximum level of +4, and therefore a maximum Emotional Capacity of 5 units.
Suppose it currently has 3 units of ATK% and 1 unit of DEF%.
It is Enhanced with an artifact that has 3 units of HP%. The new total is 3 ATK%, 3 HP%, and 1 DEF%. Since this is over the maximum of 5 units, some Emotion units will be lost.
HP% was added, so ATK% and DEF% are lost first. So the final result is 2 ATK and 3 HP%.
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