Client and Server
High Ping Interactions
By: Some Proselytizer#8340 Added: 2021-06-26 Discussion
Findings: Numerous interactions/findings that happen with high ping, listed below.
Evidence:
Elemental reactions
Hutao N1 melt: Video
Electro Charged: Video
Overload: Video
Swirl: Video
Freeze and Shatter: Video
Crystallize: Video
Superconduct: Video (Works on high latency)
Conclusion: Elemental reactions are updated on client, and superconduct shred still works in high latency.
HP
Resistance to dmg beyond death: Video
Conclusion: Both player and enemy are granted immortality whilst under high ping but will be HP bar will be updated once switched back to normal latency. Damage can be dealt even when character is supposed to be dead. Therefore, HP is updated on the server.
Energy
Conclusions: Energy is not produced under high ping but will be generated when ping returns to normal. Energy particles are updated on server. However AA energy source is not refunded when back to low latency. Also, Energy is not consumed when under high ping. Energy is updated on server.
AI malfunction
Ruin guard AI: Video
Fatui Electro Hammer guy: Video
Ruin Hunter and boar: Video
Anemo cube: Video
Churl Grenadiers: Video
Primovishap: Video
Extra note: When enemy is aggro-ed by player before high latency, it will remain aggressive. but 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. Conclusion: AI gets skewered under high ping
Stat buffs
DMG% buff (XL c6, a4 passive test): Video
EM buff (Budget venti EM share): Video
CDR (Chongyun c2): Video
CRIT% buff (Hutao crit share): Video
ATK speed MV speed (Skyrider passive): Video
Conclusion: DMG%, ATK%, EM buffs are updated live unless they are linked to stats that arent updated on client ie: hp thresholds
Resistance shred
Conclusion: Resistance shred is updated on client
Fall/Collision DMG
Fall dmg: Video
Conclusion: Fall dmg is dealt under high ping
ICD, Elemental application
Conclusion: ICD behaves normally aside from a few exceptions, so far only XQ E seems to have a different application rate than usual.
Healing
Benny Q: Video (Benny Q ignores 70% healing restriction when under high latency)
Conclusion: Healing is inaccessible under high latency. Similar to hp being updated in server.
Shields
Diona shield: Video
Conclusion: Shields works normally under high ping
Stamina
Infinite stamina: Video
Conclusion: Stamina is not consumed under high ping, nor will it regenerate. Stamina is updated in server.
Weapon passives
Conclusion: For conditional weapon passives, if condition is true, the passive will be added into the dmg calculation. On-hit passives cannot trigger, shares similar trait as sacrificial and favonius weapons. Aquila passive behaves differently.
Taunts
Conclusion: Taunts behave normally under high latency
Geo constructs
Zhongli E: Video
Conclusion: Geo construct HP are calculated on client side
Significance: Bad ping breaks some mechanics in game on the server side and it could be used for meme abyss runs or be used for bad players for comfier clears if they own energy reliant characters like xiao or eula or CA spam carries like phys keqing.
Reactions are Client-side, Damage is Server-side
By: NZPIEFACE#8439 Added: 2021-12-17 Discussion
Finding:
Reactions (and auras) are done client-side.
Damage and hit requires servers for them to work.
This applies to their respective triggers as well.
Evidence: Client-side:
Server-side:
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