Client and Server

Many things are ping-dependent in this game, from testing we can deduce that certain things are updated client-side while others are updated server-side. The complete list of high ping interactions is documented below. See the Vault Entries for more details.

Client side

  • Elemental Reactions and Auras

  • All character stats except for HP (including buffs)

  • Resistance Shred

  • Construct HP

Server side

  • Damage and hits

  • Character and enemy HP

  • All enemy stats

  • Energy particles and character energy

  • Stamina

  • Weapon stacks

High Ping Interactions

  • Elemental Reactions still work, including the Resistance Shred from Superconduct.

  • Both player and enemy are granted immortality whilst under high ping but the HP bar will be updated once switched back to normal latency.

    • This can lead to Bennett's Burst ignoring the HP threshold or Albedo's A1 not benefitting from enemies being below 50% HP.

  • Energy is not produced under high ping but will be generated when ping returns to normal.

  • AA energy source is not refunded when back to low latency.

  • Energy is not consumed when under high ping.

  • When enemy is aggro-ed by player before high latency, it will remain aggressive.

  • When enemy is aggro-ed during high latency, it will remain passive for the duration of high latency state.

  • Taunts will turn aggressive enemies to passive enemies under high latency.

  • Character stat buffs still update normally, unless they are related to other stats that are updated server side, such has Hutao's passive from being below 50% HP.

  • Resistance shred works.

  • Fall damage is dealt.

  • ICD behaves normally aside from a few exceptions, so far only the Rainswords from Xingqiu E have a different application rate than usual.

  • Healing is inaccessible during high latency. When returned to low latency, the healing will be applied, and healing like Bennett's Q will ignore the HP thresholds.

  • Character shields work normally under high latency.

  • Stamina is not consumed under high ping, nor will it regenerate.

  • For conditional weapon passives (Lion's Roar, Dragon's Bane), if condition is true, the passive will be added into the damage calculation.

  • On-hit passives (Flute), sacrificial/favonius weapons cannot trigger under high latency, but Aquila Favonia seems to still work.

  • Taunts behave normally under high latency.

  • Geo construct HP work normally.

Evidence Vault

Client and Server

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