By: Nitley#3485 Addded: 04/05/2021
Finding: After familiarizing myself with the technique of b-hopping in the first week of Genshin's official release for the purpose of re-roll AR7 speedruns, this would quickly become my exclusive means of travel. This led me to discover an alternative faster method of scaling near-vertical walls (without climbing or consuming stamina at all).
Significance: Can make virtually any travel quicker, whether you're mob farming around your world, crystal farming, or getting character ascension mats etc etc..
By: Nitley#3485 and Kourinn#6001 Added: 04/10/2021
Theory: What is the fastest movement technique for both short distances and long distances? Do movement speed buffs produce non-linear scaling for different character model sizes?
Short Distance = The distance you're able to sprint with 1 full bar of stamina (assuming 240 max).
Long Distance = The distance traveled by sprinting with a full bar of stamina and continued travel until complete stamina regen.
Evidence: TIme stamps available in spreadsheet + video descriptions
Google spreadsheet of recorded times
The fastest movement technique for a short distance is to chain dashes together with equal spacing between them with an adult male as they have the biggest strides. This will ensure your dash has more uptime than simply dash spamming. For long-distance you will do the same, dash chaining with maximum dash uptime on an adult male then switching to a teen male for the last dash of your stamina charge and chaining b-hops from thereon.
A 10% movement speed buff does not cause b-hopping with other model types to be faster than a teen male with the same buff. However, I am still yet to test 20%/20% effects although not expected to change either.
The Math: Comes to the same conclusions as the empirical tests above.
Stamina Cost ReductionAnemo Resonance : 15%Kaeya Passive : 20%Food : 25%=Total : 50%===Base dash stamina cost : 15Effective stamina cost : 7.5 (after Stamina Cost Reduction)Stamina capacity : 240Effective stamina capacity : 225 (cannot dash at/below 15 stamina regardless of stamina cost reductions)Stamina regen delay : 1 secStamina regen rate : 30/secFull stamina dash count: 225/7.5 = 30Full stamina regen duration: 1s + (225/30)s = 8.5snot-sprinting test = sprinting * 1.3 = 15:45 (needs more testing to verify)===velocity = distance / timev(b-hop) = 1000 d / 9:47 f = 1.7035775127768313 d/fv(dash-chain) = 1000 d / 9:12 f = 1.8115942028985508 d/fv(not-sprint) = 1000 d / 15:45 f = 1.0582010582010581 d/f===distance = velocity * time30s * v(dash-chain) + 8.5s * v(not-sprint) = 63.34253508166552 d38.5s * v(b-hop) = 65.58773424190801 d
B-Hopping should be 3.5% faster than dash-chaining, waiting for full stamina, and repeating.
By: Saltyfart#8946 Added: 5/23/2021 Discussion
Finding: push/pull effects are dynamic across team members
Across these 3 videos, there is a consistent interaction of a push effect being generated on Venti, which is then completely nullified when Venti is switched off-field. The timing of the character switch is varied between the clips, but the result is the same.
Practicality of this? Ehhhhhh, there are only two enemies I can think of that generate a force while not knocking the player to the floor- which are the anemo samachurls and Boreas during his 2nd phase cutscene.
In this clip, character swap ended up making the pull effect reapply for each character swapped in rather then nullifying it. Character swapping inside the little whirlwind made the pull stronger rather than weaker lmao.
We can also see here that the boreas wolf push also applies multiple instances of pushes rather than a single big push, making the character swap ineffective here too. At this point, I realized that the devs probably knew players would probably find a method to negate push effects, so push effects were coded in a way to prevent negating them.
Significance: Maybe when Mihoyo adds an enemy that does a single instance of a push vs the player (which would probably never happen)- this information could be helpful. But outside of that, the only significant thing here to learn is don’t switch characters while you are in an anemo samachurl pull /or against any other enemy that spams a push effect in the future I guess.
By: Mcpie#8672 Added 6/3/2021 Discussion
Test consists of 9 different positions next to a "launchable" cliff, each of them separate by two single 'taps' forward using Diona (except for the last #9 which is a single tap due to not enough space). After marking both the starting and landing position of each character, it is clear that
dash-off velocity is not linear and could reflect your character's velocity at the moment it loses it's ground.
_**_Comparison from top (screenshots) for each position - https://imgur.com/a/Sr311lx Comparison by position - https://imgur.com/a/9kHirR3 Comparison by character - https://imgur.com/a/XZu1Qni Raw video (timestamps in description) - https://www.youtube.com/watch?v=D2km0PDWnVA
Results depending on position:
1: Diluc -> Bennett -> Ningguang -> Qiqi -> Sucrose2: Diluc -> Bennett -> Ningguang -> Sucrose -> Qiqi3: Diluc -> Bennett -> Ningguang -> Sucrose -> Qiqi4: Diluc -> Bennett -> Qiqi -> Ningguang -> Sucrose5: Diluc -> Bennett -> Qiqi -> Ningguang -> Sucrose6: Diluc -> Bennett -> Qiqi -> Ningguang -> Sucrose7: Diluc -> Bennett -> Ningguang | Qiqi -> Sucrose8: Diluc -> Qiqi -> Ningguang -> Bennett -> Sucrose9: Diluc -> Ningguang -> Sucrose -> Bennett -> Qiqi
Significance: Might help when deciding in overworld traveling which character would be best to dash off a cliff with depending on your position from the cliff. This explains why, despite visually having similar character heights, teen female models can't initiate dash-jump-plunge on flat surface against vast majority of enemies while teen male models can.
By: Mcpie#8672 Added 6/3/2021 Discussion
Finding: Two possible findings:
Teleporting to a waypoint does not always teleport you to the same coordinates
Dashing off a cliff horizontal velocity might be dependant on current character action, like idle animation, idle jump or a character switch.
Evidence: Two videos of Zhongli (a lot of takes) dashing from the top of Qingyun Peak (waypoint) without prior movement resulted with landing in locations separated by < 1m.
Image 1: Consistent landing location (>20 attempts, almost always in this spot)
Image 2: Location that is a bit further than the landing spot from image 1
Additional video showing 4 adult male models, landing location very rarely differs: https://youtu.be/QPR38O5yM7M
Significance: Might skew the results from Cliff Dash Displacement.
By: Mcpie#8672 Added: 6/8/2021 Discussion
Finding: Movement speed affects dashing-off a cliff horizontal velocity
Evidence: 5 tests, each following these steps:
Teleport to Qingyun peak with Kaeya
Once there, teleport to the waypoint again
Click "dash" and wait for Kaeya to land
Tested movements speeds: 1. 0% 2. 10% - Anemo Resonance 3. 10% - Rosaria passive 4. 10% + 10% = 20% - Anemo Resonance + Rosaria passive 5. 10% + 10% + 24% = 44% - Anemo Resonance + Rosaria passive + R5 Skyrider Sword
Raw video evidence (no timestamps): https://www.youtube.com/watch?v=C69T4AwkJGE
By: HK#0001 Added: 6/8/2021 Discussion
Finding: Character hitboxes extend beyond their model until the weapon floating behind their back. Their front hitbox is of roughly equal size to their back hitbox, the exact bounds are just a bit larger at a similar dimension to Zhongli's Shield radius.
Evidence: Shots from ranged enemies seem to register beyond the character model until the floating weapon behind the unit’s back. For example, when the Pyroslinger shoots at the gap between Ganyu’s back and her floating bow, it apparently hits. Secondary test with a ranged hilichurl.
Significance: By knowing this, hopefully we can have a better understanding about how far the hitbox of our character model reaches. While this is certainly niche, this can possibly give some people that wants to do a meme run with their character such as a no damage run, an advantage with this findings.