
Introduction to Genshin Impact White Tassel
Let’s start by looking at the core of how damage is calculated in Genshin Impact. The fundamental damage formula is:
Damage = (base attack * %ATK buffs + artifact flat ATK including feather) * skill damage multiplier * (%elemental/physical damage + external bonus damage sources) * crit damage multiplier.
This formula might look like a mouthful, but we’ll go through each part step by step to ensure we all have a basic understanding. After this calculation, the damage you deal is then further reduced by the enemy’s physical or elemental resistance. This is why you often see much higher damage numbers when co-oping in lower-level worlds, as lower-level enemies have less resistance.
Base Attack Your character’s base attack is a combination of their inherent ATK stat and the ATK provided by their equipped weapon. When you look at your character’s attribute page in the game, this is represented by the white number next to ATK before any green numbers appear. Weapons with a high base ATK can give a significant boost early in the game.
However, as your character progresses and gains more built-in ATK, and as you acquire legendary gear with high flat ATK from artifacts, the impact of weapon base ATK becomes proportionally smaller. This is why, in the late game, a 3-star weapon like the Slingshot, with a relatively low base ATK of around 360, can sometimes out-damage a 505 ATK Prototype weapon when using normal attacks, thanks to its powerful passive ability.
%ATK Buffs These are all the percentage-based ATK bonuses you get from sources like your weapon’s secondary stat or various artifacts. An important thing to note about %ATK buffs is that they only apply to your base attack. This means they don’t affect flat ATK bonuses, such as the significant amount of flat ATK you get from an artifact feather, which can be around 300 ATK in the late game. While %ATK buffs are affected by other multipliers in the damage formula, their efficiency can be diluted by other flat ATK sources. At a certain point in the game, you’ll find it more beneficial to focus on other stats, which we’ll discuss soon.
Artifact Flat ATK This refers to the flat ATK bonus provided by your artifact feather and any other flat ATK sub-stats you roll on your artifacts. Unlike %ATK buffs, flat ATK is not affected by %ATK multipliers, but it is factored into your Total ATK and subsequently affected by all other multipliers in the damage formula.
Total ATK When you look at your character’s attribute page without going into the detailed view, the total ATK shown is the sum of your base ATK (the white number) and the combined value from your %ATK buffs and flat ATK bonuses (the green number). The damage calculation for your character’s skills and attacks is based on this total ATK. Most skills in the game have a specific “skill damage multiplier” that dictates how much of your total ATK contributes to their damage. This is why investing in leveling up your talents using specific domain materials can lead to substantial damage increases, sometimes over 50% compared to level one talents.
%Elemental/Physical Damage and External Bonus Damage Sources This is a crucial multiplier in the formula. %Elemental/physical damage specifically increases either elemental damage (like Pyro, Hydro, Electro, Cryo, Anemo, Geo) or physical damage by a certain percentage. It’s particularly useful for characters who are primarily elemental damage dealers or physical damage focused. What makes this stat powerful, especially in the late game, is that it applies to your total ATK (which includes base ATK, %ATK buffs, and flat ATK). This means it’s an “undiluted buff”.
For example, a single legendary artifact can give 58% ATK, and a feather gives around 300 ATK in the late game. When you combine this with other %ATK bonuses from weapons or artifact sub-stats, you can easily reach 80% ATK bonuses or more. Receiving a 40% elemental/physical damage bonus will boost your total ATK (including all those cumulative ATK bonuses) significantly more than another 40% ATK bonus that only affects your base ATK.
“External bonus damage sources” are additional damage modifiers that don’t fall into the other categories. Examples include specific weapon passives like a spear giving +80% damage against slimes, the +35% normal attack damage from a 4-piece Gladiator’s Finale artifact set, or the +60% damage from weapons like the Slingshot or Rust. It’s important to understand that these external multipliers are additive with your %elemental/physical damage. This means they fall into the same damage bonus bracket. Initially, some believed they were multiplicative with other modifiers, but testing has confirmed they add together within the same category.
Crit Damage Multiplier Whenever your attack critically hits, your original damage is increased by your critical damage percentage. You start with a baseline of 50% critical damage, meaning a critical hit will always deal at least 1.5 times the damage. Critical damage acts as an “outside multiplier” and is a very powerful, undiluted buff, similar to elemental/physical damage and external bonus damage sources. In the late game, with optimized builds, you can aim for about 50% crit rate and 100% critical damage, which means half of your attacks and spells will deal double damage. For end-game builds, around 150% crit damage is achievable.
Best weapon for these characters
| Character | Fit Type | Why It Works |
|---|---|---|
Xiangling | Low-investment / Physical build | Crit Rate helps early builds; passive boosts her Normal Attacks if used on-field. |
![]() Hu Tao | Early-game / Budget | Crit Rate helps in early builds; not optimal long-term due to lack of HP scaling. |
![]() Rosaria | Physical DPS | Good in physical builds; Crit Rate boosts her Burst crit-sharing and Normal attacks. |
Candace | On-field support | If used with Normal Attack focus; passive helps her infusion uptime when on-field. |
![]() Thoma | Early-game | For Normal Attack use before better polearms are available. |
Early Game vs. Late Game Stat Prioritization
The value of different stats changes significantly as you progress through Genshin Impact. What’s optimal early on might not be the best strategy for the late game.
The Shifting Value of ATK% and Crit Stats In the early game, stacking ATK% is incredibly effective. Weapons with high base ATK provide a sudden, large boost to your damage. You can easily achieve significant damage increases by simply focusing on stacking +90% ATK. However, as we discussed, %ATK bonuses only affect your base ATK, and later in the game, this stat becomes “diluted” due to the growth of your character’s built-in ATK, flat ATK from artifacts like the feather (which provides a substantial ~300 ATK), and other multipliers.
Crit stats, specifically Critical Rate and Critical Damage, are less impactful in the early game. Early game artifacts generally don’t provide enough crit rate to consistently land critical hits. There’s little point in having a high critical damage multiplier if your critical rate is low, meaning you rarely get to apply that bonus. You’ll see better results just stacking ATK% instead.
However, the late game flips this dynamic entirely. With all the accumulated base ATK, significant %ATK bonuses (often 80% minimum), and flat ATK from artifacts, alongside elemental/physical damage bonuses and external damage sources, Critical Rate and Critical Damage become incredibly powerful. They act as “undiluted buffs” that multiply your already high total ATK. The general consensus for maximizing damage in the late game is to balance your ATK%, elemental/physical damage, and crit multipliers at roughly equal percentages, aiming for around 50% crit rate and 150% crit damage. Some players suggest a 1% Crit Rate to 2% Crit Damage ratio for optimal DPS, considering how artifacts roll these stats.
Elemental/Physical Damage vs. ATK% We’ve observed that %elemental/physical damage becomes massive in the late game because it’s an undiluted buff that affects your total ATK (base + %ATK buffs + flat ATK). Unlike %ATK, which is diluted by flat ATK sources, %elemental/physical damage scales directly with your overall attack stat. These damage bonus stats primarily appear on Goblet artifacts.
Additional Factors Influencing Damage
Several other elements contribute to your character’s damage output in Genshin Impact beyond just the primary stats.
| Mechanic | Impact on Damage | Key Notes |
|---|---|---|
| Character Level | Higher level = more damage vs. high-level enemies | A 10-level gap can reduce damage by ~5%; also boosts reaction damage. |
| Talent Levels | Directly affects skill multipliers | Higher talent levels greatly increase damage (up to 50%+ from level 1). |
| Elemental Reactions | Reaction damage scales with Elemental Mastery (EM) and character level | Reaction damage ignores ATK and Elemental DMG%; triggering character’s EM is what matters. |
| Resistance Reduction | Reducing enemy resistances boosts damage output | Effects like Superconduct and Viridescent Venerer reduce DEF/RES up to 40%; can’t go below 0%. |
| Energy Recharge | Indirectly boosts damage via more frequent Burst uptime | Crucial for Burst-reliant characters; doesn’t increase direct skill damage. |
Spotlight on the White Tassel: A Powerful 3-Star Weapon
Among the array of weapons in Genshin Impact, the 3-star White Tassel often stands out as a surprisingly effective free-to-play option, especially for specific characters. Despite being a low-rarity weapon, its unique properties can make it competitive with, and sometimes even outperform, some 4-star polearms.
| Category | Details |
|---|---|
| Weapon Type | Polearm |
| Rarity | ★★★ (3-star) |
| Base ATK (Lv. 90) | 401 |
| Sub-stat | Crit Rate: 23.4% |
| Passive Ability | Sharp: Increases Normal Attack DMG by 24–48% (R1–R5) |
| How to Obtain | Found exclusively in Liyue chests (Exquisite or higher) |
| Limitation | Explanation |
|---|---|
| Low Base ATK | Weaker than 4★/5★ polearms; not ideal for ATK-scaling characters. |
| Normal Attack Only | Passive does not boost Skill or Burst damage. |
| Difficult to Refine | Cannot be wished for; R5 requires multiple random chest drops in Liyue. |
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