Visualizers
A dome with eight apertures, each lens ground to bring a single principle of the expanse into focus.
Eight instruments, each taking one mechanic and drawing it, with controls to push it around and a Readout that puts the result in words.
The workspace
The workspace shows as many instruments side by side as the window has room for: one, two from 1360px wide, three from 2200px. The menu over each tile picks its instrument; picking one already showing in another tile swaps the two. Instruments shown in the document bar can lower the count, and Reset layout puts back the default lineup. Both are hidden when only one tile fits.
Each tile has its own Defaults, which resets that instrument’s controls, and Share, which copies a link that reopens the instrument exactly as it looks now (the link always opens in the reader’s first tile). The tile’s ⋯ menu has Report a problem for sending feedback related to that instrument.
The layout is remembered between visits, but the instruments’ settings are not, and start from their defaults each time. Within a site visit, an instrument keeps its state while it’s out of view.
Crit heatmap
Your average damage multiplier, 1 + CRIT Rate × CRIT DMG, across every split of CRIT Rate (up the side) and CRIT DMG (along the bottom). Press anywhere on the map to move your build there, or use the sliders and number fields. The dashed contours join builds with the same average.
The Equal-budget line draws every build with your total crit value (CV), counted as 2 × CRIT Rate + CRIT DMG with the base 5% and 50% included. A ring marks that budget’s best split, which sits on the 1:2 diagonal until CRIT Rate would pass 100% and then leaves it. Pin this build holds a second marker so you can compare a trade.
The average hides how uneven a rotation can be. The no-crit risk shading darkens builds by their chance of a whole rotation without a single crit, and the chart under the map shows every outcome for one rotation of however many hits you set. Roll simulates one rotation’s hits.
I came up with the concept for the crit heatmap and wondered how best to present it visually, and subsequently came across EODGamer’s spreadsheet heatmap. Thanks, EODGamer — your chart confirmed the shape in my mind.
Gauge explorer
How auras attach, decay and get consumed, over up to 15s and eight applications. The band above the chart is the editor: Click on the empty band above the chart to add an application, drag a pill to move it, and use the toolbar to change its element and size or remove it. A focused pill moves with the arrow keys, 0.1s at a time or 1s with Shift, and Delete removes it. The menu contains fourteen examples that each demonstrate an interesting aspect of Genshin’s elemental gauge system.
The chart draws each aura’s gauge over time, and marks each reaction above the application that triggered it. Point at the chart to read that moment in the Readout, or play it through. The aura log below lists every application and reaction with what each took off the gauge.
The model is based on KQM’s study of Genshin’s elemental gauge, checked against gcsim and stepped at 60 frames a second. An aura keeps 80% of what was applied and decays over 2.5s per unit plus 7s. Applying the same element tops the gauge up but keeps the first application’s decay rate, except Pyro since version 3.0, where a weaker hit does nothing and a stronger one replaces the aura outright. Reactions consume different amounts: forward Vaporize and Melt take twice the trigger, reverse half; Overloaded, Superconduct and Quicken one for one; Swirl and Crystallize half, with a 1s cooldown on Crystallize. Bloom takes Dendro at half the rate of Hydro. Electro-Charged leaves both auras in place and drains each by 0.4U a second. Aggravate and Spread consume nothing.
The instrument is built assuming one target, and every application you place applies. (ICD is the ICD timeline’s job.) Swirl’s spread to other enemies and Shatter aren’t modeled. Neither are Lunar-Charged, which drains both auras about half as fast as Electro-Charged, or Lunar-Crystallize, which has no cooldown. The other Lunar and Stellar reactions consume the gauge the same way as the reactions they replace.
ICD timeline
Which hits in a string actually apply their element. Each hit is a stem: tall in the element’s color if it applies, a short faint tick if ICD blocks it. The digit under each hit is the hit counter, ringed where the counter is what let it through, and the bands underneath are the timer windows. Point at a hit to read why it did or didn’t apply.
The attack string is either evenly spaced hits, with a slider for the interval, or one of four real examples taken from gcsim: Fischl’s Oz, Hu Tao’s charged attacks, Chevreuse’s burst, and Layla’s Shooting Stars. The available ICD rules are Standard, No ICD, the example’s own, or Custom.
Standard ICD is a 2.5s timer and every third hit, and it stops after eight applications in one window, though no real string gets that far. A hit let through by the timer restarts the timer and the counter; a hit let through by the counter restarts neither. The examples show how far real rules differ: Under its own rule Oz applies on its 1st, 5th and 7th ticks, not the 1st, 4th, 7th and 10th that Standard ICD would allow.
Send to gauge explorer hands the first eight applying hits within 15s to the gauge explorer, at 1U each.
Reaction curves
How each family of reactions scales with Elemental Mastery. The tabs over the chart are the families: Amplifying, Transformative, Additive, Lunar & Stellar, and Crystallize, plus All families, which puts them on one scale as the bonus each gets from EM. Drag across the chart to set EM; the table reads each reaction at that value, with what the next 50 EM would add.
Every curve has the same shape, a bonus of k × EM / (c + EM), with its own k and c per family, and Reaction Bonus adds inside it. On All families, a Reaction Bonus above zero adds a column for how much EM the bonus is worth, which varies a lot: at 600 EM, +40% is worth about 87 EM for a transformative reaction and over 500 for an amplifying one. Level matters for the reactions that scale with it. The level slider runs to 90, then jumps to 95 and 100.
Every figure is before the enemy’s RES. Lunar and Stellar reactions show the share of the character who contributes most, 60%. Stellar Swirl’s figures come from gcsim and haven’t been confirmed in game.
Damage breakdown
One hit written out as its damage formula, one multiplier per row, in the formula’s order. Each bar starts where the last one ended, on a scale where each gridline doubles the damage, so a ×2 is the same width wherever it falls. Cuts like enemy DEF run backwards. Hover or tap a row to read what share of the result it accounts for.
The tabs choose the kind of hit: a direct hit (optionally Vaporized or Melted), an additive one like Spread, a transformative reaction, or a Lunar or Stellar one. Only the sliders that feed that formula are shown. A direct hit ends as a ratio against a hit from your scaling stat alone, because the talent multiplier isn’t an input. The reaction families end in a number. Enemy RES is entered after shred.
What the next roll buys adds one average 5★ substat roll of each kind and shows what it gains. DMG Bonus isn’t there, since it can’t appear as an artifact substat. For an additive reaction the gain is measured on the added damage alone, not the whole hit.
Enemy RES & DEF
How much of a hit gets through the enemy’s resistance and defense. The upper chart is RES and the lower is DEF. Point at either to read it, and drag to set the value — the enemy’s RES after shred on the first, its level on the second.
Shred works at three strengths. Between 0% and 75% RES it counts in full; below 0% it still helps but at half strength; above 75% it helps but less than in full. Equal levels with the enemy already halve your damage through DEF, and DEF shred and DEF ignore win it back, multiplying together. Transformative, Lunar and Stellar reactions ignore DEF entirely.
The shred list holds every character and artifact set that shreds the element you’ve chosen, with the constellation it needs and its amounts where they vary. Several shreds add up, but two routes to the same in-game debuff count only once. An immune enemy takes no damage of that element, regardless of the shred.
Artifact odds
A 5★ artifact’s odds over its life, in three views. Throughout, Your stats are the substats you’d count as good. With only CRIT Rate and CRIT DMG chosen, results are in crit value; otherwise in useful rolls, where a top roll counts 1 and the smallest 0.7.
Drop answers how long a piece takes to farm. Pick the piece type, every main stat you’d accept, and how many of your stats it needs, and the chart shows the chance you’d have it after each day of resin, from the domain alone and during a Stygian Onslaught Outbreak. A day is 180 resin, and a run averages a little over one 5★.
Level up shows where a fresh piece would land at +20 as a histogram stacked by how many upgrades went into your stats. Drag the marker to set the value to beat. It covers pieces that drop with three substats or four, and pieces made with Sanctifying Elixir, which guarantees two of your chosen substats at least two upgrades.
Your piece is where you can enter the values of a real artifact and assess it. The controls are laid out like the game’s reshape screen. Each value wheel offers only values the game can produce, and a badge shows how many upgrades a substat has taken. A red pip means the current values fit two possible counts and lets you pick which it is. A finished piece is ranked against every +20 piece with the same four substats. Select two substats to see what a reshape would do. A reshape keeps each substat’s starting roll and rerolls its upgrades by the rules of the reshape you choose: Standard, Advanced, or Decreed.
The reshape guarantee is read as a top-up: Upgrades land at random, and if the two selected substats would end with fewer upgrades than guaranteed, the last upgrades go to them until they meet it. This is how two independent models interpret it: Genshin Optimizer and SiriYu’s solver. The exact in-game method is not confirmed yet.
Wish odds
How many pulls a goal takes from where you are now. Pick what you’re pulling for — a featured 5★, a featured 4★, the charted weapon, or a 5★ and their weapon together — then set what you have, what you’re aiming for (up to C6 and/or R5), your current pity, and whether you hold a guarantee. The chart shows the chance of reaching each step by every pull count. Drag across it, or use Pulls saved, to read your odds with what you have. Starglitter earned while pulling isn’t counted, since how much you get depends on what you pull.
You win a 50/50 about 55% of the time, Capturing Radiance included (its exact rules aren’t public, so every 50/50 is taken as a flat 55%). A featured 4★ comes about 22% of the time for each 4★ you pull, and a lost 4★ 50/50 never gives you one of the banner’s featured 4★s. (The rate-up 4★ characters on the banner are excluded from the standard pool temporarily for that banner.)
On the weapon banner, a Fate Point charts the weapon you want; without one it’s 37.5% for each featured weapon and 25% for a standard one.
The pity curves are the game’s published rates with the community’s soft-pity measurements, and the model is tested against GGanalysis: Averages agree to two decimal places, and medians agree exactly.