Skip to main content

Energy

📄️ Energy

What is Energy?

Elemental Skill Particle Production Database

Added: 2020-12-06 (v. 1.1)
Last tested: 2020-12-06 (v. 1.1)

Full Database maintained by Steph#3614

Only On-Field Characters Gain Energy By Auto Attacks

By: c2authoritarian#5277 and Pinupski#9999
Added: 2020-12-07 (v. 1.1)
Last tested: 2020-12-07 (v. 1.1)
Updated: 2021-04-03

Finding:
Energy Recharge gained through Normal Attacking only applies to the character on-field.

Evidence:
The original author didn't provide video evidence, but it was approved due to being easily replicated. Special thanks go to Pinupski#9999 for validating this entry with video evidence.

  1. Enemy's health was depleted to ~5% and let to reset to full HP, removing the variable of HP Particles
  2. Autoattacking: Used all Bursts to reset the Burst meter, then Normal Attacked with Zhongli until Burst was charged
  3. Conclusion: Characters other than Zhongli still had 0 Energy.

Significance:
Off-field characters cannot gain Energy via Normal Attacks from the active character.

Energy Recharge Does NOT Have a Softcap (at least up to 300 ER)

By: muakasan#2792
Added: 2021-04-04 (v. 1.4)
Last tested: 2021-04-04 (v. 1.4)

Evidence:

  1. Bennett was given 300.1% ER
  2. Funneled non-Pyro Elemental Particles to Bennett while off-field
  3. Took 33 Particles, which is almost exactly what was expected
0.6 Energy per Particle * 3.001 ER * 33 Particles = 59.420

Significance:
Helpful when figuring out how much Energy Recharge is needed to build on a character in a specific team.

Auto Attack Energy Mechanics

By: xf3#3123 and Zeitraffer#1074
Added: 2021-05-06 (v. 1.5)
Last tested: 2021-05-06 (v. 1.5)
Discussion

Finding:
Normal attacks have a chance on hit to give the on field character about 1 Energy. It can be seen when the on field character's vision flashes. It is not effected by ER% and can work with charged attacks. Multi-hit attacks, such as Keqing's N1C, count each hit individually for proc chance. It also gives Energy regardless if the user can get Particles or not, such as in Xiao's Bane of All Evil.

Evidence: Google sheets link
Spreadsheet includes videos of ER% testing, multi-hit attack testing, on hit testing, and Xiao's Bane of All Evil Testing. It also includes graphs illustrating the data Spread of the tests. From the graphs and averages, multi-hit/projectile attacks on average proc the effect more often (N Spam KQ vs N1C KQ and N Spam Diona vs N Spam Amber C1)

Significance:
Attacking enemies with normal/charged attacks can give extra Energy. Although in small amounts, being able to cast a Burst because of the mechanic may make or break an abyss run. Ideally, this would be done when waiting for Particles, waiting for cooldowns, and/or when outside of rotations.

Energy Generation Update

By: Steph#3614, wiremash#0433, Zebin#1678, Greyhound#7836, mol#3280
Added: 2021-06-03 (v. 1.5)
Last tested: 2021-06-03 (v. 1.5)
Discussion

Finding: Several Particle production number/ratio were wrong on the Elemental Particle production sheet.

Evidence: Tests on various character were recorded to ensure that the data were right.

Elemental Skills that has a fixed production value will be cast for at least 50 times, while Elemental Skills that has a chance based production value will be cast for at least 200 times until the average stabilize to double confirm the ratio.

In addition, several new conditions to trigger Particle generation had been added to specific character notes.

Elemental Particle production sheet here: Google Sheets

Conclusion: Changes made to the sheet were as follow

  • Amber: 3~4 (1:9) -> 4 (-)
  • Anemo MC Hold E: 24 (1:9:1) -> 34 (2:1)
  • Geo MC: 24 (1:2:1) -> 34 (2:1)
  • Chongyun: 3~4 (1:1) -> 4 (-)
  • Diona: 1 per paw -> 0~1 (1:4) check per paw (5 -> 4 Particle average per hold, 2 -> 1.6 Particle average per tap)
  • Jean: 23 (1:1) -> 23 (1:2)
  • Kaeya: 23 (1:1)/45 (1:1) -> 23 (1:2)/45 (1:2)
  • Keqing: 23 (9:1) -> 23 (1:1), included extra note "Produce Particle on leap connect or Thunderclap Slash connect. Both produce same amount of Particle."
  • Klee: 3~4 (1:9) -> 4 (-)
  • Lisa: 3~5 (1:1:1) -> 5 (-)
  • Mona: 34 (1:1) -> 34 (2:1), included extra note "only produce Particle when final explosion connects"
  • Ningguang: 34 (1:9) -> 34 (3:2)
  • Razor Tap E: 2~3 (1:9) -> 3 (-)
  • Razor Hold E: 3~4 (1:9) -> 4 (-)
  • Sucrose: 3~4 (1:1) -> 4 (-)
  • Venti Tap E: 2~3 (1:9) -> 3 (-)
  • Venti Hold E: 3~4 (1:9) -> 4 (-)
  • Xingqiu: 4~5 (1:1) -> 5 (-)
  • Xinyan: 3~4 (1:9) -> 4 (-)
  • Xiao: 2~3 (1:9) -> 3 (-)

"On field" for energy purposes is determined at energy gain time

By: @charliex3000
Added: 2023-12-16 (v. 4.2)
Last tested: 2023-12-16 (v. 4.2)
Discussion

Finding:
Energy "on field" character is determined at energy gain time (thus affected by ping), not particle receive time.

Evidence:
YouTube
In the 3rd trial, even though all the particles visually were received by Furina, Zhongli got some of the particles funneled to him. Thus particle energy "on field" is determined at energy gain time, not at particle receive time. He visually has more energy than the 2nd trial, where he was definitely not on field when the energy was gained.

Significance:
We are trying to decide appropriate default particle delay in gcsim