Yoimiya

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Basic Yoimiya Mechanics

Discussion

Attack Attributes

  • Gauges - xf3#3123

    • Level 1 Charged Shot: 1A

    • Level 2 Charged Shot: 1A

    • Kindling Arrows: 1A

    • Pyro-infused NA: 1A

    • Charged shot during Niwabi Fire-Dance: 1A

    • Burst initial hit: 2B

    • Aurous Blaze Explosion: 1A

  • Energy Generation

    • Charged shot during E does not produce particles - Steph#3614

    • Yoimiya's particle generation triggers on-hit (ICD estimate is ~2s) - Steph#3614

    • Yoimiya can still produce energy even after infusion expiry as long as the icd is off CD and the infused normal attack string arrow lands - Steph#3614

  • Kindling Arrows

    • Yoimiya's Kindling arrows last around 2.5 seconds, don't drop off like regular arrows, and have auto lock aiming at a semi wide range. - xf3#3123

    • Yoimiya's kingling arrow can trigger a second overload if shot far away enough, because Kindling arrows travel long enough to bypass the 0.5s ICD of overload - Bobrokrot#0111

    • Yoimiya can have all three Kindling Arrows up after Niwabi Fire Dance ends, so long as the required charging time is met. - nat#4502

  • Yoimiya can consistently trigger fall damage utilizing overload reactions. - Bobrokrot#0111

    • You have to trigger all 3 overloads across her NA string to do this, otherwise she can miss the target. Results may vary for other electro applicators.

  • Yoimiya's auto-aim range for her normals is around 6 tiles (~15.3 meters) - nat#4502

  • Kindling arrows can home in on different targets. - Mcpie#8672

  • Kindling arrows have a limited range. - Mcpie#8672

  • Kindling Arrow tracking is curved making it possible to orbit around targets. - Ravantier#4984

Skill Mechanics

  • Her infused arrows follow standard ICD - Artesians#0002

  • Yoimiya's Skill is Multiplicative - Ayzel#7399

    • Yoimiya Damage (2090)

    • 2089 * 1.12 * 0.5 * 0.9 * 2.552 * 1.5879 * 0.4901 = 2091 (difference explained by hidden rounding from game)

      • 2089 = attack

      • 1.12 = 1 + damage bonus (0.12 from bow)

      • 0.5 = enemy defence multiplier

      • 0.9 = enemy resistance multiplier

      • 2.552 = crit

      • 1.5879 = normal ATK damage bonus from T9 Niwabi Fire-Dance

      • 0.4901 = talent multiplier of T6 N1

Burst Mechanics

  • Burst doesn't snapshot - xf3#3123

  • Burst follows standard ICD (3-hit/2.5s) - ProfHugo#6478

  • The initial hit of Yoimiya's Burst is an arrow, and can miss. - Aluminum#5462

  • Yoimiya's burst elevates her character position. - Ori#5463

Ascension Mechanics

A1: Tricks of the Trouble-Maker

  • Yoimiya's A1 passive can last up to 3s after E expires. - Mcpie#8672

  • Stacks gained from Yoimiya's A1 do not have independent durations, each Normal Attack hit will refresh the duration of all stacks to 3s. - Mcpie#8672 and nat#4502

  • Viridescent Hunt's passive does not affect Yoimiya's A1. - Mcpie#8672

  • Gaining stacks will cause the orbitting sparks from Niwabi Fire-Dance to increase in brightness. - nat#4502

Fluff

  • Yoimiya is also one of the few characters whom NPC will cheer for when using elemental skill. - itskhoi#0013