Genshin Impact DPS Calculator With Crit and Reactions

Genshin Impact DPS Calculator

Estimate average, critical, and non-critical hit damage using the real Genshin combat formula: total ATK, talent scaling, crit rate and crit damage, elemental or physical DMG bonus, enemy defense and resistance, plus vaporize and melt amplifying reactions.

Real Character Presets

📝Damage Inputs

Character base ATK plus weapon ATK plus flat bonuses.

The instance multiplier for the hit you are scaling.

Flat additive multiplier boosts such as some talents.

From Zhongli, Raiden C2, or similar shred sources.

Negative values use the res / 2 halving rule.

Boosts amplifying reactions via the EM curve.

Average hit 0 crit-weighted damage
Crit hit 0 on a critical strike
Non-crit hit 0 without a crit
Reaction average 0 with amplifier applied

🔢Multiplier Snapshot

0Base DMG
1.00xCrit avg mult
1.00xDEF mult
1.00xRES mult

🎯Crit Rate to Crit Damage Ratio

Crit RateCrit DamageRatioCrit Avg MultNotes
50%100%1 : 21.50xBalanced starting point
60%120%1 : 21.72xSolid mid-game ratio
70%140%1 : 21.98xStrong endgame target
80%160%1 : 22.28xWell-optimized artifacts
90%200%1 : 2.22.80xHigh crit damage weapon
100%240%1 : 2.43.40xGuaranteed crit ceiling

Crit avg multiplier equals 1 + (crit rate) × (crit damage). The classic 1:2 ratio keeps rate and damage in balance for the best average.

🔥Amplifying Reaction Multipliers

ReactionTriggerBase MultEM 0EM 200EM 400
VaporizePyro on Hydro2.0x2.00x3.33x3.87x
VaporizeHydro on Pyro1.5x1.50x2.50x2.90x
MeltPyro on Cryo2.0x2.00x3.33x3.87x
MeltCryo on Pyro1.5x1.50x2.50x2.90x
DirectNo reaction1.0x1.00x1.00x1.00x

EM bonus follows 1 + (2.78 × EM) / (EM + 1400). This calculator applies that curve to the chosen amplifier.

🛡Enemy Resistance Reference

Enemy ResistanceRES MultiplierFormula BranchEffect on Damage
-50%1.25x1 - res / 2Shredded below zero, big boost
0%1.00x1 - resNeutral, no change
10%0.90x1 - resCommon baseline enemies
40%0.60x1 - resElemental-aligned foes
70%0.30x1 - resHighly resistant targets
90%0.10x1 - resEffective cap without shred

🗂Build Comparison Grid

BuildTotal ATKTalent %Crit Rate / DMGDMG BonusReaction
Hu Tao Vaporize3400617%62% / 190%33%Vape 2.0x
Ganyu Melt2050391%75% / 200%61%Melt 2.0x
Raiden Burst2600721%60% / 160%46%None
Ayaka Freeze2350484%72% / 165%62%None
Eula Physical2500724%65% / 150%52%None
Yoimiya Pyro2280309%68% / 155%68%None

Full Damage Formula Breakdown

Base damageBase = Total ATK × talent multiplier / 100. This is the raw instance before any multipliers.
DMG bonusDMG bonus multiplier = 1 + (elemental or physical DMG bonus + additive base) / 100.
Crit averageCrit avg = 1 + (crit rate / 100) × (crit damage / 100). A crit hit uses 1 + crit damage / 100 directly.
DEF multiplierDEF mult = (charLvl + 100) / ((charLvl + 100) + (enemyLvl + 100) × (1 - defReduction / 100)).
RES multiplierIf res ≥ 0: 1 - res / 100. If res < 0: 1 - res / 200 using the halving rule.
ReactionAmplifier = base reaction (1.5 or 2.0) × (1 + 2.78 × EM / (EM + 1400)).
Final averageAverage = Base × DMG bonus × crit avg × DEF mult × RES mult × reaction.

📋Input Reference Values

InputCommon RangeHow It Is UsedDamage Effect
Total ATK1,800 to 3,500Multiplied by talent %Linear scaling of base
Talent %150% to 720%Instance multiplierHigher hits scale more
Crit rate50% to 100%Chance term in crit avgRaises average toward crit
Crit damage100% to 250%Bonus on crit strikesBigger crit spikes
DMG bonus15% to 90%Additive damage percentMultiplies whole hit
Elemental Mastery0 to 900Reaction bonus curveAmplifies vape and melt

💡Practical Damage Tips

Crit ratio tip: Keep crit rate and crit damage near a 1:2 ratio so extra artifact rolls raise your average hit instead of wasting stats on one lopsided side.
Reaction tip: Vaporize and melt multiply the base before crit and DMG bonus, so pairing a big talent hit with a 2.0x amplifier and some Elemental Mastery gives the largest spikes.

When that spiral abyss floor clears on your first attempt, it feels good! But then again, maybe you got lucky. Did you really get huge damage numbers? Or did you just happen to roll some criticals? For many player, math kills the experience because it feels like it takes a spreadsheet to determine whether or not to keep an artifact piece.

It’s actualy much easier than you think. All you have to do is learn what the damage formula mean in practice. Raw stats don’t mean much; they need to be averaged out for you so you can see what’s really going on. That’s where the tool (above) does all the heavy lifting for you. It lets you know what to optimize without having to guess.

How to Calculate Your Damage Easily

At first most players concentrate too much on overall attack since that number feels good to go up. When you get a set bonus or upgrade a weapon, it feels like a big jump. But attack is just the base layer. Attack goes up linearly and it become harder to add more and more as the game progresses. Other stat begin to catch up in terms of importance. Where the real magic lies is how your various damage bonuses multiply and stack together.

Everyone knows that the usual suspects are crit rate and crit damage. There’s also a classic golden rule: keep them at a one to two ratio. Sixty percent crit rate means you want roughly one hundred twenty percent crit damage. This balances how often you’ll land a hit against how much each hit will do. People get this wrong by pushing one of them and not the other. They get a ten percent crit rate upgrade and blindly take it, even though it lowered their overall average due to a high crit damage stat in the first place. When you combine those two, the calculator tell you exactly what your average hit is like. You can then see whether or not that substat actualy helps.

Enemy resistance and defense serve as dividers in the formula too, but there effect on your damage output often goes ignored until you’re stuck on a boss. What seems like a small amount of resistances or defenses on paper will cause enemies to eat up your damage a lot more. Since enemies is level ninety, a high defense stat will cut your effective damage in half if you don’t account for it; this is why characters who reduce resistances or defenses are so valuable in team compositions. It’s not only about dealing more damage yourself but also ensuring that the enemy won’t be able to soak it up. These reductions are simulated through inputs, so you can see exactly how much those Bennett buffs or that Zhongli shield affect your numbers.

That’s before any multipliers take effect (like your talents), so there’s another wrinkle: reactions like melt and vaporize double your base damage. Since these are based of whatever your attack is, that includes all of your talent and attack stat boosts. That’s a lot of interaction! Your elemental mastery will boost that reaction damage even more, but it starts to level off fairly quicky. There’s no reason to go to infinity with elemental mastery; a decent amount will get you over double damage on most builds. The tables on the page clearly break down what each of those reactions add in addition to a simple hit so you’ll know just how much you’re getting from them.

It’s not a guessing game; stop playing it as such. Quit worrying about peak single hit and start paying attention to average damage dealt. The peak value is rare in real combat (it only comes into play when everything lines up just right). What are you dealing on average? That’s what you’ll always get. When you begin viewing the math that way, artifact farming won’t be so frustrating because now you’ll know exactly why one outperforms another.

Now you can make informed tradeoffs without fear. And you’ll know how to ask the numbers to lie less.

Genshin Impact DPS Calculator With Crit and Reactions