Genshin Impact's Internal Cooldown, What Is It and What Does It Do?

genshin impact internal cooldown

Hello Vicigers! On previous occasions, VCGamers has discussed Gauge Unit Theory Genshin Impact and mentioned a little about Internal Cooldown.

Gauge Units and Internal Cooldown in Genshin Impact is one of the theories that developed among players that Genshin Impact never announced.

Both are related mechanisms damage than that produced by the element.

As Vicigers knew, elements were important mechanisms in gameplay Genshin Impact.

This Internal Cooldown or ICD will be very important for the application of this element.

Without further ado, VCGamers will discuss everything related to Genshin Impact's Internal Cooldown.

Also Read: Genshin Impact Unit Theory Gauge Guide, Definition and How to Calculate It!

Internal Cooldown Genshin Impact

Internal Cooldown is a growing theory among the Genshin Impact player community.

This article was inspired by various sources, especially from the results of the theory expressed by a player who is also a Genshin Impact Youtuber, namely TenTen.

Definition of Internal Cooldown

internal cooldown genshin impact element
7 Elements of Genshin Impact (source: VCGamers)

Internal Cooldown or commonly abbreviated as ICD is part of the Gauge Unit Theory mechanism.

This will regulate how often a character's ability applies elements.

Abilities ranging from Normal Attack (only for Catalyst Users), Charged Attack (Catalyst and Bow), Elemental Skills, and Elemental Burst can apply elements to elemental reactions or Elemental Aura on the target.

The Elemental Aura on the target allows it to trigger elemental reactions from different elements.

If you pay attention, there are several times when you use elements without any sign of aura at all on enemy targets.

The mark at the end of the enemy's HP bar or above the enemy's head sometimes disappears and appears.

This is because not every attack can provide Elemental Aura and have a cool down time.

This concept is similar to using Elemental Skills or Elemental Burst where there will be time cooldown for you to use skills it's back.

Also Read: Elemental Reactions from Dendro Genshin Impact Elements, What's Going On?

Genshin Impact Character Internal Cooldown Duration

diluc elemental skill no internal cooldown
Elemental Skill Diluc (source: VCGamers)

Just like cooldown Each character's talent, character's Internal Cooldown time and individual abilities will be different.

For most characters, the default (basic) ICD is 2.5 seconds or 3 hits. 

This means that the ICD resets exactly after 2.5 seconds have passed or after 3 strokes of a certain move are made.

However, there are things that Vicigers should note from this punch or hit. The first hit after a 3-hit sequence applies the element, but does not reset the 2.5 second ICD duration timer.

The first hit after the timer applies the element, resets the timer, and resets the stroke order.

There are some unique cases of this ICD, for example, like the character Diluc. Elemental Skills Diluc consists of 3 hits.

However, these 3 hits are considered as 1 unit so there is no Internal Cooldown.

Thus, all attacks from Elemental Skill Diluc will still give Elemental Aura Pyro.

Some characters may have different ICDs for different talents, while some characters may not have an ICD at all.

You can also check in full about the Internal Cooldown duration of each Genshin Impact character from the community data here.

Also Read: Listen! Complete Genshin Impact Elemental Reaction Guide

Internal Cooldown Mechanism

elemental skill sucrose internal cooldown genshin impact
Elemental Skill Sucrose (source: VCGamers)

How it works and the internal cooldown in Genshin Impact is not known at all.

Community and TenTen, for example, assume that there are several possible mechanisms.

This is actually not known for certain because it has just been researched by players in the Genshin Impact community.

The first mechanism is the possibility that the Internal Cooldown duration counter is bound to the target, be it an enemy or an object.

So, different targets can count cooldown separately and produce different durations.

The second mechanism is when the attack that matches the character hits the enemy at the first time.

When attacking for the first time, the system can generate a counter (reverse attack).

The calculation rule is based on the data in the damping group (attenuation) is appropriate, and the object of computation (attack) is defined according to the damping tag.

If there are two types of attacks that have the same attenuation tag, then the two types of attacks are combined into one counting object. 

If the attack doesn't have an attenuation tag, it's possible that a counter doesn't need to be generated and so the ICD is missing.

For different counting objects, the system generates different counters. 

This way, it can be ensured that when the same character attacks, two attacks that don't share an attenuation tag can calculate cooldown separately.

To ensure that attacks between different characters calculate cooldown separately, some mechanisms can be added to archive the function.

In other words, even if the heavy punches of two characters had “Charged Attack” as the attenuation tag, some mechanism was used to differentiate the heavy punches of different characters.

It can identify as different technical objects to ensure the realization of functions.

Since the length of the sequences in the damping group is limited, “reset cooldown” basically means returning the counter state to its initial state after a period of time after the start of the count. 

In counter's initial state, it starts counting from the first bit of the sequence.

In other words, every time a cooldown reset is performed, it is equivalent to counting from the first position of the sequence.

In fact, when the cooldown is reset, the system will clear the corresponding counter, it will not affect the cooldown mechanism.

When the counter is regenerated, it is also calculated from the first order.


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