I’m going to go through all the stats in the stat sheet, and I’m going to go through some UI or some interface features that allow you to play this game more easily. I’ll tell you what the game tells you, but like, I know most people don’t read, so let’s start with, I think, the most important question, and I feel like I’ve listened to this question so many times, I’ll get this out of the way first.

What is a follow-up attack? A follow-up attack is quite simple. If you are attacked as a follow-up attack, the game tells you it’s a follow-up attack. So Claratack is considered a follow-up attack. No way! So, for March, she counterattacked, and the counter is considered a follow-up attack. For Himeko, the game tells you that it’s a follow-up attack. Or, Herta, the game tells you that it’s a follow-up attack. And for Young King, the game tells you that it’s a follow-up attack. Silly doesn’t count as a follow-up attack, but I can tell you this funny little feature about Silly.

This extra turn is stupid, as it says here. It won’t expand your remaining turn when taking action. So, how this works is, you know, the cookie-cutter combo between Brownie and Silly. Brownie’s buff only lasts one turn. However, when Silly gets a kill and gets her extra turn, she will still have Brownie’s buff because this extra turn doesn’t count as a turn. It essentially functions like your ultimate because when you use your ultimate, you skip turns. It’s a cheat code if you want to maintain your character for longer.

## Weakness Break

The great does not affect how fast you break the enemy shield. Okay, if you click this question mark button, break effects increase the damage you do upon weakness break, the damage you do on the damage overturns that weakness break, or how far the enemy actions are delayed. Only, alright? So, what does that mean? When you weaken, you take a huge chunk of damage, and damage is applied with a status effect, right? So, if your weakness bleeds with physical strength, they get bleed. If you give a weak person a break with fire, they get burned.

If you get a weakness break with ice, they get frozen. Everyone gets shocked, right? So, weakness only affects the damage over time, which is why our weak bones break. Alright, so this bar ovhererist’s called the action order. The number there shows the percentage you have on the next turn. If you reach 0%, you get to take a turn. Some characters will have mechanics that allow you to, like, above or below zero, technically below zero, so you take a turn priority. And using your ultimate will prioritize your turn before anything else, right?

Speed, as a stat, determines how fast you move on this action order itself. So, the faster your speed, the faster you move on this action order. So, if I were to break this guy’s shield, 929 would break damage, and his action order got dela4-3-2 would and 4-3-2 would bleed damage, to use the run-breaks to use the run-break effect. This gives me only 10 more breaks. So, if I were to hit this, how would it do? 998 break from a 40-break to a 50.3-break to a 50.3-break, right?

And now I want to see the dot, and the bleed is now 476. Okay, and it affects how far enemy actions are delayed as well, but to get this higher, you need a lot of break effect, which generally isn’t worth it unless you’re playing Asta. Weakness break damage is based on the enemy’s higher HP. So, the more HP the enemy is, the more weakness it breaks. Okay, all right

## Damage

So, now we go over how damage works in this game. So, everyone knows about your attack. Yes, your attack is that number. How you do damage is, if your skill scales off the attack, it’s going to tell you the skill scales off an attack. No way. If your skill goes off HP, it’s going to tell you it scales off HP. Unless you want to build DPS Natasha, then your basic attack scales off HP. But yes, that is the baseline. Okay, so now I will be very professional here.

So, your base damage is going to be equal to your attack times your skill modifier. Yes, so for example, here we have 1400 attacks, and our skill modifier is 80. So, how much damage would a double chat do? A lot of damage to that is true. It’s going to do a lot of damage. Now, there’s something more. There’s something in this game called a damage modifier. Like, it’s one of these: a physical boost, a boost, an ice damage boost, or a lightning damage boostâ€”something you ake, which gives you a basic and skill damage boost. Right here, now you put this here and multiply this by 1 plus going to bonus. So, that’s going to be the base damage formula, okay?

And going to Tep, we’re going to go for the big number. If you attack crits, it’s going to be the base damage multiplied by 1 plus your crit damage like that. Yeah, does that make sense yet? Is it a math thing? This is the simplified version without taking into account the enemy’s defense or attack stance. Okay, if you have 1000 attacks and the skill modifier is 1.1, that’s going to be 1100, right? For a damage bonus, if you were to have a 48.8 physical damage boost and you’re using a More item like Subscribe for Attacks, you get 48 more basic attacks and skill damage.

If you were to go on a basic attack and skill tour, it’s going to be 48.8 plus 48, right? 1100 times 1 plus 0.968. Okay, are we catching up here? Color them gold. Oh my god, they’re colored now. Here we go. So now that is going to be your base damage, right? And if you want this to be crit, it’s going to be this number times 1 plus your crit damage, right?

I have 64.5. Okay, which means that’s going to be your final enemy’s sentence, okay? This is assuming the enemy’s defense and resistance are zero. They’ll take less damage if they have defense and resistance, right? And they fell. So this is like the baseline for how you calculate the damage formula, okay? Essentially, the damage formula of this game is the same as the damage formula in Genshin, is that? The only difference is that we get fewer stats here than in Genshin because we just have the formula work.

Attack is going to be the least important stat. bonuses a lot of attacks randomly anyway. It’s generally stacking a super-high attack. You want to stack damage bonus or crit damage if you crit, right? Obviously, for crit damage, you need crit rate as well, yeah? In Genshin Impact, the maximum crit rate and crit damage roll per rearec are 3.9 crit rate and 7.8 crit damage per roll. In Honkai’sis Atar thereil, there is a 2.9 crit rate and a 5.8 crit damage maximum per roll, so the average star rail crit damage is going to be lower. So is the damage bonus. The damage bonus is 46.6 versus 38.8, right? I don’t think Mihoyo needed to make a new damage formula. Okay, the other one works. It’s fine.

like,Generally, if you are an attack scaler, you would want 120 of the base attack number. For crit rate and crit damage, you want them to be in a 1-2 ratio, which I’m not doing here have a 60-critmple, if I have 60 crit 120-crit should have a 120-crit bonus:And damage bonus: get as much as you can. That is going to be the basics of it. In Genshin, crit damage falls off at around 180, but since we get fewer stats in Star Rail, crit damage should fall off at 150 in Genshin.

In Genshin, the damage bonus falls off at 150, but in this game, it should The damage is 130. Damage is equal to every single damage bonus you accumulate. So, if you have a physical damagand,onulike,dall-damagell-damage bonus and a normal attack damage bonus, you would add them all together when doing a normal attack.

explains theOkay, the reason why numbers fall off at a certain percentage doesn’t mean they fall off completely. It depends on how rolling stats on your gear work. You only have so many stats you can roll on your gear, and if you roll too much of a single stat, you hit diminishing returns because you can improve your damage by investing in anostat.

You know, if you stack too much attack, it doesn’t do more damage than a well-balanced build. Opportunity cost is a better word for it. Okay, the damage you do is also based on the enemy level, but this isn’t accurate because they have 10 fewer levels than in Genshin. Unless it really is the same, the damage you do is affected by your level versus the enemy level. I hope that explains the damage.

## Energy

So, energy is quite easy to find. If you have a baseline energy regeneration rate of 100 on average for every character, it’s going to cost you three to four actions or three to four turns to get your ultimate back. So, for an energy cost of 120, that’s roughly three to four turns. Natasha gets it quick because her cost is only 90. How much is silent?

Silly is pretty popular. Silly is 128. So, on average, three to four turns. Okay? You get energy depending on what you do. So, your basic attack will generate 20 watts of energy. Your skill will generate 30 watts of energy. Getting a kill on an enemy will generate 10 energy. And getting hit will generate 8 watts of energy. So, once again, the basic attack is 20 energy. Skill is 30. Slaying an enemy is 10. And getting hit is 8.

## Energy Regeneration

So, the energy regeneration rate is the reason that some characters work very well in-game.

If you have Japar, the Japar Oath only costs 100 energy, but Japar also has the slowest speed in the game, right? Of 92. Right? Or the Clara. I lied; it’s Clara. So, Japar is the second-slowest unit in the game, right? Japar has a higher chance of being attacked by enemies, right? So, you want to get hit a lot so you get your ult back quicker so you can shoot more often. Every time you get hit, you get 8 energy back. If you have a higher energy regeneration rate, you get more energy back when you get hit, right? Japar feels weak early in the game. It’s not.

He isn’t fast enough, and he isn’t generating enough energy to get his ultimate back. But when he can, he’ll be very strong. Piranha is also a character that becomes ridiculously strong once you have a good energy regeneration rate. That is why, for Bronya, Light Kong gives you bonus energy regeneration. And that’s energy regeneration, right?

## Effect Hit Rate vs Effect Resistance

We are going to explain the effect hit rate versus effect resistance. Okay, the effect hit rate increases the chance of applying a debuff to the target. A high effect hit rate will result in a higher chance of applying a debuff. Resistance increases the resistance against debuff. The higher the effect resistance, the higher the chance of resisting the debuff. Okay, the base chance is the base chance to apply a debuff. The final probability is affected by the attacker’s effect hit rate and the enemy’s target resistance.

Okay, so for example, if you are a sample and you have a 65 base chance to apply a debuff, and the enemy was to have 70 resistance and you have a 50 effectiveness, then the chance of you applying the debuff would be 45, okay? But if you were to have 100% and the enemy had 50 resistance, the chance of you applying the debuff would be 115, right? Most enemies later on will be very, very resistant to debuffs. They have up to 80 or 100 resistance. Namely, cocolia has ridiculously high resistance to ice and freezing.

## Healing Bonus

So, you can freeze her if you try hard, but it’s not consistent. Something like that, okay? But yeah, that is how effectiveness and effect resistance work. So, in the case of the sample, he applies damage over time, right? DOT stands for damage over time, or, I guess, in this case, damage overturn. I guess damage over time cannot be criticized. I guess the other stat we have is the healing bonus. Healing bonus: if you have 10 healing bonuses, you heal 10 more. If you have 30 incoming healings, you get healed for 30 more.