Overworld
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Cursed Terrain

Electrified Environment Reaction

By: Greyhound#7836 Added: 06/25/2021 Disscussion
Theory: Genshin's overworld works under a different set of reaction rules than the players, additionally supported by the entry Overworld Entities Have Levels, one of those different rules of reactions is Electrified water, when applying electro to water, it does not produce electro-charged, instead it infuses the water with electro for a few seconds, which does not apply electro, does not spread, and is not affected by 4TF set bonus, this electrified water can damage both the player and enemies. Water additionally is seen as friend to both player and enemy, which questions the nature of this Electrified reaction even further.
Evidence: Electrified water evidence, including 4TF attempts, enemy taking damage, as well as water never being a trigger to any reaction, only aura, as it's friendly to both parties: Video
Significance: There might be more reactions unknown to the player coded into the game's files for various reason, potentially to be used in the future or simply scrapped ideas that have not been remove

Electrified Water Properties

By: RazorClaws#4343 Added: 06/27/2021 Discussion
Finding: The duration of the environmental elemental reaction Electrified Water has varying duration based on the gauge strength of electro applied. There are approximately 2 seconds between each tick. 1A of electro lasts for 3 ticks, 2B lasts for 5 ticks, and 4C lasts for 10 ticks. The damage dealt by Electrified water is affected by Electro Resistance. For example, a character with 15% Electro Resistance will take 85% of the Electrified Water damage.
Evidence: Video contains Fischl and Lisa getting 3 ticks after applying 1A electro with charge attacks. Razor hold E and Beidou E get 5 ticks, and Beidou Q initial proc gets 10 ticks. The video also shows damage being reduced according to electro resistance obtained by the Protective Canopy Elemental Resonance. Finally, there is also footage of the monolith taking 248 damage from Electrified Water. The nearby slime (10% electro res) takes 223 damage from the same tick. Each tick reduces the monolith's health by about 1%. The monolith on Floor 2 of the Spiral Abyss will take damage from Electrified Water. Using Electrified Water, the monolith is found to have 0% electro resistance and approximately 24,800 HP: Video
Significance: Learning more about how environmental reactions are programmed/calculated. Also, don't bring electro units if you're trying to get the achievement for Floor 2-2 of the Spiral Abyss.

Electro Crystal Range

By: Greyhound#7836 Added: 06/21/2021 Disscussion
Finding: Electro crystals' pulse range works in a rectangle range, with the crystal being not centered, but rather between the center and the side
Significance: electro crystals work in a similar way to cryo&pyro stamen flowers, for a better understanding of the overworld

Invisible Water Layer

By: Greyhound#7836 Added: 06/23/2021 Discussion
Theory: Genshin's water is coded in a way where the visual water and actual layer are separate, thus there is an invisible field of water that does not apply wet in random places of the world, but can be infused
Evidence:
  1. 1.
    Invisible water being infused by Anemo MC: Video Invisible water being infused by Sucrose: Video credits to @ishnu
  2. 2.
    Invisible water infused by electro: Video
  3. 3.
    Water hitbox & reactions from UNDER the water, UNDER the ocean: Video
Significance: Understanding the cursed overworld of Teyvat

Overworld Entities Have Levels

By: Greyhound#7836, mol#3280, deaf#0246 Added: 06/23/2021 Updated: 07/08/2021 Discussion Discussion
Finding: Overworld has levels for every "body", including water and grass and sand, trees, rocks, and other things that we can't prove in any other way other than the game's code which shows this, thus varying stats which is proven by their damage.
Evidence: Flower stamens deal damage based on a static, pre-determined level assigned to them. While levels for grass are dynamic and change under currently unknown circumstances: Video Water (using electrified): Video
Signifiance: Almost cracking the code for overworld. Now getting a bit closer.

Genshin has 2D Water

By: mol#3280, Greyhound#7836, IshnuKal#3728 Added: 6/23/2021 Discussion
Finding: Genshin's water exists only in horizontal, 2 dimensional sheets. Additionally, true water is not graphically represented at all times, while graphically represented water is only an approximation.
Evidence: Album 1 shows Jean standing in waterfall without getting wet. 2 shows venti climbing into waterfall below the 2d plane of "true water" without getting wet, but getting wet when he climbs into it at a slightly higher angle. When Venti then falls through the waterfall, he remains dry the entire time before impacting the second 2D plane of water. Greyhound's videos demonstrate that such planes appear to have water properties from below (Clip 3), and that its edges in some cases look to be perfectly square (Clip 4). Razor illustrates the trouble with this in Clip 5 by electrocharging the "true water" hidden below a dry floor and hurting himself with the resulting electrocharge AoE.
Significance: Electro is awful for the overworld because you can electrocharge water which resides in a flat sheet invisibly below the ground with AoE attacks. By doing this, you take continuous damage while standing on a dry surface. Also, you can stand in waterfalls without getting wet.

Environment Reactions Base

By: Greyhound#7836 Added: 6/23/2021 Discussion
Theory: Environment uses a different set of reaction bases than players, thanks to the EM buffs and my prior testing of electro crystal levels, we can conclude that although the value at release was the same as for the player, now it's different, with the player having a new one, and the electro crystals using the old, unchanged base.
Evidence: The video shows a level 84 electro-charged tick of the pre 1.6 base (1243) Video
Significance: We're getting ever so closer to figuring out the cursed world of teyvat's code

Zone Levels

Mondstadt

By: deaf#0246 Added 08/26/2021 Discussion
Finding: The overworld in Genshin is split into multiple zones which can be distinguished by how much damage overworld reactions deal. These are the zones for Mondstadt.
Evidence: Zones A lot of painful testing was done via monitoring: enemy levels, Burning grass and Electrified, all of which can be found in the image above.
Significance: Fluff, and a deeper understanding of how the overworld is programmed. With that, I consider this completed. I have nothing but regrets.

Liyue

By: Vladone ツ#9281 Added 11/11/2021 Discussion
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Liyue.
Evidence: Imgur Map Full Resolution Map Video representation of how I test/search borders: YouTube Zone levels are usually very intuitive, Liyue has very messed up borders and a lot of bugs. Because of this, the borders are really weird and in some areas, the representation might not be very accurate. Bug Example
Significance: Fluff and overworld documentation.

Inazuma

By: deaf#0246 Added 11/11/2021 Discussion
Finding: The overworld map is split into multiple zones that effect damage dealt by environmental reactions. These are the zones for Inazuma.
Evidence: Map My methodology for the borders in the water can be seen in this video. Also, I think we can all agree that trying to document anything in the ocean between Inazuma and Liyue is unreasonable, so the northern borders are completely made up.
Significance: Fluff, and overworld documentation I guess.

Bush Elemental Interaction

By: deaf#0246 Added: 09/06/2021 Disscussion
Theory: Elemental applications can be used to destroy and damage bushes, however not all elements are equal in this regard. Additionally, there are several other abilities such as Jean's E, the cast of Kaeya's burst, Albedo's burst, etc... which can be used to both damage and destroy bushes.
Evidence: Hydro: Video Cryo: Video Pyro: Video Anemo: Video Electro + Geo: Video
Burst knock back: Video
Significance: Optimizing your bush harvesting game.

Structures aren't enemies

By: anonpuffs#2537 Added: 10/09/2021 Disscussion
Finding: Structures do not count as "opponents" for the purposes of triggering abilities like albedo's elemental skill.
Evidence: Hilichurl Tower: Youtube Slime Balloon: Youtube Other random structures: Youtube Youtube Youtube Youtube Youtube
Significance: Overworld is hard.

Overworld Hydro Gauge and ICD

By: BowlSoldier#3528 and p.pineapple#1129 Added: 11/5/2021 Discussion
Finding: Overworld Hydro can be split into 2 types:
  • Water (eg. seas, rivers, lakes, etc)
    • ICD = 0.25s
    • Strength = 10 durability per tick, stacks up to a max of 50
    • Duration = 8s, regardless of durability
  • Rain (unknown whether normal rain and thunderstorm rain work the same)
    • ICD = 0.5s
    • Strength = 10 durability per tick, stacks up to a max of 30
    • Duration = Unknown, could not manage to test
Evidence: Water ICD and per-tick strength: Ticks happened every 0.25s. Number of ticks indicates that each tick was 10 durability.
Water Duration: Hydro aura disappears 8 seconds after leaving the water.
  • The duration the Hillichurl was frozen for indicates they had 48-50 durability
  • They were re-frozen 43 frames after falling into the water. Since water ticks every 15 frames, they should have had 3 ticks applied to them for 30 durability. * Their frozen duration matches 28-30 durability
Rain Max Strength:
  • Tested by freezing with both 25 and 50 Cryo, then comparing the duration to the Freeze duration formula
  • Freeze duration formula: t = 24 * ( 5^0.5 * ((x) + 20)^0.5 - 10 )
  • Where t is the freeze duration in frames, and x is the freeze aura durability, which is 2x the minimum of the Cryo and Hydro gauges.
    • 25 Cryo test: Lasted 210 frames. This is the number for min(25, Hydro) = 25, so Hydro durability is at least 25
    • 50 Cryo test: Lasted 240 frames. This is the number for min(50, Hydro) = 30, so Hydro durability is 30
Rain ICD and Per-tick Strength: The reductions in the Pyro shield happened every 30 frames, or 0.5s. The number of ticks it took to remove the Pyro shield indicates 10 durability per tick. The first reduction was 30 durability's worth, since the mage already had fully stacked rain on them when they applied their shield.
Significance: Better understanding of how overworld hydro works for aura and reaction testing.

Fountain Water Cannot Cause Electrified

By: Sayline#5959 Added: 11/10/2021 Discussion
Finding: Fountain water does not react with Electro and cause Electrified water.
Evidence:
Significance: Overworld spaghetti. Overworld bodies of water are not all the same.

4-piece set bonuses on environment reactions

By: Aluminum#5462 Added: 6/22/2021 Discussion
Bug: Sometimes set bonuses do not work properly if triggered on unconventional sources
Significance: This explains some strange damage numbers when fighting enemies in the overworld

Location remembered between map tabs

By: Creonalia#2818 Added: 06/29/2021 Discussion
Theory: Genshin remembers your location and world state(such as bosses) in different map tabs separately.
Evidence: Anemo hypostasis and other world bosses normally respawn after 3 minutes and teleporting away&back (as shown at the end), but doesn't respawn after going to the Archipelago, additionally teapot shows that it remembers your ogriginal location in Teyvat upon leaving: Video
Significance: It'll be relevant whenever more overworld mechanics are added which refresh when tping in/out or if we get more map tabs.

Coordinates

Coordinates translation methods

By: Mcpie#8672 Added: 07/21/2021 Discussion
Theory: Coordinates translation methods from in-game coordinates into official teyvat map and vice versa. Official Teyvat Interactive Map
Translation snippet: If you open feedback url and paste the snippet below into the console, it will give you your current coordinates as you would see them on center parameter url in interactive map.
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coords = JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc;
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f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
3
f1(coords.x, coords.y, coords.z);
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Here is the reversal snippet, which assumes that you're on the interactive map and you want to get the coordinates in game of your current visible center:
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coords = String(window.location).split('&').find(e => e.match(/^center=(.*)$/)).split('=')[1].split(',').map(e => +e);
2
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
3
f2(...coords);
Copied!
NOTE: (calculations were done in patch 1.6)
Evidence: Official map url (query parameters) contain two variables: center and zoom. zoom does not matter at all in calculations because the translation function applies a vector, therefore there is no scaling and everything is 1-1 with a manipulated OX and OY axises directions.
IMPORTANT: The format from center, which is center=x,y is reversed in the database, so if you were to look into requests and something seems off - that's because each coordinate is stored in the system with attributes x_pos and y_pos. If we had to translate it directly into the url, it would be center=${y_pos},${x_pos}. From now on, I am assuming a format center=x,y is a correct one, because it's easier to manipulate for common folks.
Method used to get translation vector:
  1. 1.
    Find (0,0) in game - use feedback url and go north/east/west/south and compare it against previous coordinates.
  2. 2.
    Once (0,0) is found, create a new pin here.
  3. 3.
    Go to Official Teyvat Map and synchronize your in-game pins. You might need to wait few minutes/hours before it's properly synced - try refreshing the page.
  4. 4.
    While still on the page, open the console and start tracking network requests. You're looking for https://api-os-takumi.mihoyo.com/common/map_user/ys_obc/v1/map/spot/get_map_spots_by_kinds
  5. 5.
    Toggle visible pins from the same category as the one you placed in game. Request should respond with a list of pins. Each pin has x_pos and y_pos attribute. Example pin: { x_pos: 585.788330078125, y_pos: -362.876220703125 } However, as stated above - this is reversed in center parameter in the url for unknown to me reason. Keep that in mind.
  6. 6.
    If you managed to find the pin you created, it should have values { x_pos: 749.9086303710938), y_pos: 2329.9357585906982 } - this represents the translation vector.
Images: Map center pin: https://i.imgur.com/D43fqoJ.jpg Screenshot from this pin: https://i.imgur.com/ym4TOvB.png
Method used to figure out directions:
  1. 1.
    Note coordinates
  2. 2.
    Go strictly east and note coordinates again. Only one of them should change.
  3. 3.
    Go strictly north this time and note coordinates again. Only one of them should change compared to the ones from step 2.
  4. 4.
    Perform the same action but for interactive map. Now play around with coordinates and decide whether you need to multiply scalar by (-1) or not in translation function.
  5. 5.
    In our case, in-game -> interactive map requires (-1) on both scalars. Image representing coordinate axises (assumes center=x,y format): https://i.imgur.com/rEy06Mq.png
Method used to get in-game -> interactive map scale:
  1. 1.
    Place 2 pins rather far away from each other (in order to reduce the error).
  2. 2.
    Go to first pin -> feedback url and extract the coordinates.
  3. 3.
    Repeat for second pin.
  4. 4.
    Now do the same, but by extracting direct coordinates from network tracking on interactive map. The differences on respective axises should be the same. Remember that coordinates from the database are reversed. Now that we figured out the translation vector, scale and direction of target, we can create a translation from in-game coordinate system to interactive map coordinates system.
If you open feedback url and paste this snippet into the console, it will give you your current coordinates as you would see them on center parameter in interactive map.
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coords = JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc;
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f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
3
f1(coords.x, coords.y, coords.z);
Copied!
Since 1: R^3 -> R^2 then one variable (altitude) is completely lost, hence the reversal is impossible with altitude variable restored.
Here is the reversal snippet, which assumes that you're on the interactive map and you want to get the coordinates in game of your current visible center:
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coords = String(window.location).split('&').find(e => e.match(/^center=(.*)$/)).split('=')[1].split(',').map(e => +e);
2
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
3
f2(...coords);
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As a confirmation, you can run this snippet on any coordinate you would like.
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coords = [100, 200, 300]
2
f1 = ((x, y, z) => [-x + 2329.9357585906982, -z - 749.9086303710938]);
3
f2 = ((x, y) => [-x + 2329.9357585906982, 200, -y - 749.9086303710938]);
4
result = f2(...f1(...coords))
Copied!
due to IEEE 754, the result will be off at epsilon level.
Significance: Easier navigation at finding in-game and official teyvat map coordinates.

Coordinates Units Descriptions

By: Mcpie#8672 Added: 08/09/2021 Discussion
Finding: In-game (x,y,z) and Official Teyvat Map (x,y) coordinates system description: 1 = 1m - visible for example when you're navigating towards commission. 1.68 = 1px - at max zoom out and 1920x1080 resolution. 0.42 = 1px - at max zoom in and 1920x1080 resolution. Official map
Evidence:
  1. 1.
    1 unit represents 1 meter in-game Three coordinates, extracted through feedback url.
alt text
Calculations:
1
1: Object { x: 608.6038208007812, y: 228.3050537109375, z: 1754.6199951171875 }, distance: 3172m
2
2: Object { x: 2189.55419921875, y: 207.5247802734375, z: -1075.6280517578125 }, distance: 84m
3
3: Object { x: 2040.2203369140625, y: 215.52943420410156, z: -1077.7127685546875 }, distance: 83m
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Let's try to find (x,y,z) meeting the criteria.
1
((x-608.6038208007812)^2 + (y-228.3050537109375)^2 + (z-1754.6199951171875)^2= 3172^2) and
2
((x-2189.55419921875)^2 + (y-207.5247802734375)^2 + (z+1075.6280517578125)^2= 84^2) and
3
((x-2040.2203369140625)^2 + (y-215.52943420410156)^2 + (z+1077.7127685546875)^2= 83^2)
Copied!
After solving, Noelle is at around { x: 2113, y: 210.71, z: -1037.51 } Distance between 1st coordinate and Noelle: ((608.6038208007812 - 2113)**2 + (228.3050537109375 - 210.71)**2 + (1754.6199951171875 - (-1037.51))**2)**(1/2) = 3171.6726438170454 Due to possible error in displaying meters in-game (rounding up), this seems accurate.
Let's compare the real coordinates. We're taking first coordinate with distance of 3172m Noelle estimated coordinates from in-game (hard to get without ~1m error): { x: 2113.30712890625, y: 206.05450439453125, z: -1038.918212890625 }
Coordinates difference:
1
[608.6038208007812 - 2113.30712890625, 228.3050537109375 - 206.05450439453125, 1754.6199951171875 - (-1038.918212890625)]
2
[ -1504.7033081054688, 22.25054931640625, 2793.5382080078125 ]
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After measuring the vector length:
1
(1504.7033081054688**2 + 22.25054931640625**2 + 2793.5382080078125**2)**(1/2) = 3173.0872745589463
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So our own calculations yielded 3172m, while estimated real distance was 3173m. Therefore, 1 unit in-game represents 1 meter in game.
  1. 1.
    1px represents 1.68 units at max zoom out and 1920x1080 resolution. Since we know that translation from in-game coordinates to interactive map system does not use scaling, we can use interactive map coordinates system. We assume format center=x,y and we're using interactive map system. Remember that error of <30 is possible for each coordinate.
alt text
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pos1 = (-580, 877)
2
pos2 = (256, -713)
3
|pos1_x - pos2_x| = |-580 - 256| = 836
4
|pos1_y - pos2_y| = | 877 - (-713)| = 1590
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Since we know that x represents vertical axis and y is horizontal axis, the difference is 1590 units in width and 836 units in height.
I'm taking a picture from pos1 to pos2 at max zoom out using 1920x1080 resolution on PC. width: 937, height: 498 In order to verify that ratio is saved, we'll compare coord ratio vs image size ratio.
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coord_ratio = 1590.0 / 836.0
2
> 1.9019138755980862
3
image_ratio = 937.0 / 498.0
4
> 1.8815261044176708
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ratio is within acceptable error, let's compare the scale by dividing coordinates both width and height difference by image width and height
1
1590.0 / 937.0
2
> 1.696905016008538
3
836.0 / 498
4
> 1.678714859437751
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So this would mean that 1 px is equal to around ~1.68 in-game units assuming 1920x1080 and max zoom out.
1504px in height and 2792px in width.
However, I'm playing on 1920x1080 and I can clearly see it on the screen, so the theory that 1px = 1m might hold true, but not for all resolutions or it might be dependant on zoom level.
  1. 1.
    1px represents 0.42 units at max zoom in and 1920x1080 resolution. How much is 1 pixel equal to at 1080p and max zoom in? Same process as with max zoom out.
alt text
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pos1 = (-580, 877)
2
pos3 = (-363, 586)
3
|pos1_x - pos3_x| = |-580 - (-363)| = 217
4
|pos1_y - pos3_y| = | 877 - 586| = 291
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That's 291 units in width and 217 units in height. Let's take a screenshot at max zoom in using 1920x1080 resolution. Dimensions are: width: 685 height: 512 Let's compare the ratios to be sure
1
coord_ratio = 291.0 / 217.0
2
> 1.3410138248847927
3
image_ratio = 685.0 / 512.0
4
> 1.337890625
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ratio is within acceptable error, let's compare the scale by dividing coordinates both width and height difference by image width and height
1
291.0 / 685.0
2
> 0.4248175182481752
3
217.0 / 512.0
4
> 0.423828125
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So this would mean that 1 px is equal to around ~0.424 in-game units assuming 1920x1080 and max zoom in.
Significance: Estimating distance between points is now easier due to known values in different systems.

Extracting coordinates while in game

By: Mcpie#8672 Added: 08/09/2021 Discussion
Theory: It's possible to extract your current coordinates through feedback url.
Evidence: Go to Paimon Menu -> Feedback. They're stored in the generated url. Under query value called ext.
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ext=%7b%22loc%22%3a%7b%22x%22%3a713.8189697265625%2c%22y%22%3a120.84298706054688%2c%22z%22%3a275.4739074707031%7d%2c%22platform%22%3a%22WinST%22%7d
Copied!
Running decodeURIComponent on this value will yield a valid JSON. See attached image on how to decode it in vanillaJS.
VanillaJS snippet that will extract this value in console:
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JSON.parse(decodeURIComponent((new URLSearchParams(window.location.search)).get('ext'))).loc
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The result for example case will look like this:
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Object { x: 713.8189697265625, y: 120.84298706054688, z: 275.4739074707031 }
Copied!
Significance: This provides an easy way to calculate the distance between two points in game.

Coordinates axises descriptions

By: Mcpie#8672 Added: 08/09/2021 Discussion
Theory: Description of each coordinate in in-game coordinate system and interactive teyvat map coordinates system. It's possible to find in-game coordinates through feedback url, or from center=x,y value from the url from official teyvat map. Map
In-game coordinates x - vertical axis y - altitude z - horizontal axis
Teyvat Interactive Map, assuming center=x,y format x - vertical axis y - horizontal axis
alt text
Evidence: Method used to figure out directions:
  1. 1.
    Note coordinates
  2. 2.
    Go strictly east and note coordinates again. Only one of them should change.
  3. 3.
    Go strictly north this time and note coordinates again. Only one of them should change compared to the ones from step 2.
  4. 4.
    Perform the same action but for interactive map. Now play around with coordinates and decide whether you need to multiply scalar by (-1) or not in translation function.
  5. 5.
    In our case, in-game -> interactive map requires (-1) on both scalars.
Significance: If someone is going to rely on in-game coordinates from feedback url, they might get lost thinking they're going in wrong direction while navigating through interactive map.

Coordinates change when idle

By: Mcpie#8672 Added: 08/09/2021 Discussion
Finding: Character coordinates change whenever game state is not frozen (unpaused single player).
Evidence: Steps to reproduce:
  1. 1.
    Extract coordinates
  2. 2.
    Go back to Genshin Impact
  3. 3.
    Unpause and pause the game (do not move)
  4. 4.
    Extract coordinates
The coordinates will be different.
In my case, ext query values were:
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first="%7b%22loc%22%3a%7b%22x%22%3a713.8158569335938%2c%22y%22%3a120.84288787841797%2c%22z%22%3a275.4771728515625%7d%2c%22platform%22%3a%22WinST%22%7d"
2
second="%7b%22loc%22%3a%7b%22x%22%3a713.8189697265625%2c%22y%22%3a120.84298706054688%2c%22z%22%3a275.4739074707031%7d%2c%22platform%22%3a%22WinST%22%7d"
Copied!
Running decodeURIComponent on both of them yields:
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"{\"loc\":{\"x\":713.8158569335938,\"y\":120.84288787841797,\"z\":275.4771728515625},\"platform\":\"WinST\"}"
2
"{\"loc\":{\"x\":713.8189697265625,\"y\":120.84298706054688,\"z\":275.4739074707031},\"platform\":\"WinST\"}"
Copied!
Which upon closer inspection, differ at 3rd decimal value in x and z axis. Lower difference on y means that y coordinate is responsible for height.
Significance: Fluff. This could also explain the fact that when you switch from child to adult male, your camera "target" goes up because the head is higher by ~0.4m.

Burning grass has standard ICD

By: Greyhound#7836 Added: 08/20/2021 Discussion
Theory: Burning grass has standard ICD - 3 hits/2.5 seconds
Evidence: Virgin running into a lake evidence by Greyhound#7836: Video
Chad perma wet evidence by Aluminum#5462: Video
Significance: Vault update.

Health And Revive Mechanics

By: kxmndz#4700 Added: 16/10/2021 Discussion
Findings: A) When all party members' health reaches 0, the revive screen comes up and 2 things happen:
  • You are respawned at the nearest Teleport Waypoint, Statue of the Seven or Domain, relative to where the last member died.
  • All party members are healed to 35% of their max HP (rounded off to the nearest whole number).
B) There are 2 kinds of environmental deaths:
  • Drowning and falling into the void takes away a set 10% of all party members' max HP.
  • Other environmental deaths tie in with Finding A
C) Health is "dynamic" and restored as "% of max HP" instead of a flat amount.
Evidence: Teleported to the Nearest Waypoint:
Revived at 35% of Max HP:
Data from falling into the void and drowning:
Other environmental deaths:
Health is dynamic: To start, Bennett had 281/10,987 HP (2.56%) and Fischl had 190/8,144 HP (2.33%). Bennett had 10,987 HP at the moment of death. After he died, flowers were equipped on both characters, raising Bennett's Max HP to 15,767 and Fischl's to 12,924. After equipping the flower, Fischl's HP changed from 190/8,144 to 301/12,924, staying at 2.33% of her max HP. Fischl dies with 12,924 Max HP. The revive screen comes up, and they are both respawned and healed. Bennett is revived with 5,518/15,767 HP, which is 35% of his new max HP. Fischl is revived with 4,523/12,924 HP, at 35%. After unequipping both flowers, Bennett's HP changed to 3,845/10,987, which is still 35% of his max HP while Fischl's HP changed to 2,850/8144, staying at 35% of her max HP. Video
Significance: Documentation and better understanding of how the game handles health and death.

Not all 2U pyro attacks ignite grass

By: Nass008#8577 Added: 10/16/2021 Discussion
Finding: Not all 2U pyro attack ignite grass.
We already know applying 2U pyro on grass can light them on fire with single hit, but for unknown reason some 2U pyro attacks do not apply pyro on grass.
Evidence: Bennett Q Thoma Q initial hit (tested as 2U in thoma-basic-mechanics, not verified yet as of October 15, 2021 10:36 AM) Yoimiya Q initial hit (Credit to BowTae#0141)
Significance: Applying pyro on grass is not a foolproof method for testing elemental gauge since not all attacks apply element to environment.

Chests

Treasure Compass Chest Rendering

By: Tibo#4309 Added: 10/17/2021 Discussion
Finding:
  • Treasure Compass detection depends on chest rendering, chest rendering suffers from an It Depends™.
  • Chest rendering seems to be square, off-set from chest, 360m x 360m for some while 180m x 180m for others.
Evidence: Testing:
  • To reduce variance in coordinates, the same character (Kazuha) is being used when checking coordinates. Smaller characters have lower coordinates. Repeat the following until some samples in each cardinal direction/some in same cardinal direction on different ends
  • If chest in view: find border where chest becomes invisible, take screenshot before the chest becomes visible and open feedback menu. Move closer until it does, repeat screenshot/feedback menu.
  • If chest not in view: while slowly moving inwards, repeatedly screenshot/feedback until you find the border - use last two feedback tabs/screenshots for last out/in coordinates.
Tested chests:
  • Chest 1 (Common): Imgur (chest unlocks after defeating monsters)
  • Chest 2 (Luxurious): Imgur (chest appears after lighting electro structures)
  • Chest 3 (Common): Imgur (chest appears after completing time trial)
  • Chest 4 (Precious): Imgur (chest unlocks after defeating monsters)
Chest 1:
  • Range doesn't seem to be square centered around chest
  • Not circular: seen from two testing points on the north side
  • Seems to be in range at around (+- a couple meters) 166m north, 191m east, 193m south and 172m west
Chest 2 (only south range tested):
  • Chest is on top of some Hilichurl structure and disappears with said structure after 97m south
Chest 3 (only north range tested):
  • Disappears after ~90.5m north
Chest 4 (unable to easily test south):
  • Chest is visible around 178m north, 195m east and ~165m west
Since 1 & 4's north+south and east+west add up to ~360, it seems that it's a square but not centered around the chest itself
In some screenshots, the compass points towards another chest when the tested chest is out of range, but will still point towards the tested chest in range. This is due to the compass picking the closest chest in euclidean distance while rendering isn't a circle/sphere, but a square
Maps: (1 pixel = 1 meter, some pixels have both in and out dot)
  • Range doesn't seem to be square centered around chest: Imgur
  • Chest 1 map: Imgur
  • Chest 2 map: Imgur
  • Chest 4 map using chest 1 rectangle: Imgur
Data/generating of images:
Summary:
  • Treasure Compass detection depends on chest rendering
  • Chest rendering is square, but not centered around chest
  • Chests that unlock render for ~180m (360x360 square)
  • Chests that appear render for ~90m (180x180 square) (assumed to be similar with just lower range to other chests)
  • Rarity doesn't affect range
  • Compass points towards closest chest in euclidean distance
Significance: Using the Treasure Compass to play ChestColle
Last modified 16d ago