f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
6.4 KiB
6.4 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-원신-genshin-impact | 원신(Genshin Impact) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
원신 (Genshin Impact)
매 한 줄
"매 BotW-quality open world × gacha = $5B+ ARR 의 새로운 표준". 2020 출시한 miHoYo (현 HoYoverse) 의 Genshin Impact 는 cross-platform (PC/iOS/Android/PS) free-to-play 가 AAA-quality 가 가능하다는 것을 증명, 이후 Honkai: Star Rail (2023), Zenless Zone Zero (2024), Genshin 의 후속 프로젝트들의 template 이 되었다. 2026 기준 Natlan (Pyro) → 마지막 region Snezhnaya 진행 중.
매 핵심
매 게임 시스템
- 7 elements (원소): Pyro, Hydro, Electro, Cryo, Anemo, Geo, Dendro — element reaction (Vaporize, Melt, Hyperbloom 등).
- 4-character party + element swap → reaction-driven combat.
- Open-world exploration: BotW 영향 (climbing, gliding, stamina).
- Domain / Spiral Abyss / Imaginarium Theater — endgame combat.
매 gacha 시스템 (wish)
- Standard banner + Limited 5★ banner (캐릭/무기) + Chronicled Wish (rerun).
- Soft pity 73-90, hard pity 90, 50/50 system (limited 캐릭터).
- Genesis Crystal ↔ Primogem (1:1) ↔ Fate (1:160).
- Welkin Moon (월간 패스 $5) — DAU 견인.
매 응용
- Cross-platform live-service template.
- Cinematic gacha — character trailer 가 marketing 의 70%.
- Region 단위 expansion (Mondstadt → Liyue → Inazuma → Sumeru → Fontaine → Natlan → Snezhnaya).
💻 패턴
Element reaction system
public enum Element { Pyro, Hydro, Electro, Cryo, Anemo, Geo, Dendro }
public static class Reaction {
public static (Element? aura, double mult, string name) Apply(
Element? aura, Element trigger) {
return (aura, trigger) switch {
(Element.Hydro, Element.Pyro) => (null, 2.0, "Vaporize"),
(Element.Pyro, Element.Hydro) => (null, 1.5, "Vaporize-rev"),
(Element.Cryo, Element.Pyro) => (null, 2.0, "Melt"),
(Element.Pyro, Element.Cryo) => (null, 1.5, "Melt-rev"),
(Element.Hydro, Element.Electro)=> (Element.Electro, 1.0, "Electro-Charged"),
(Element.Dendro,Element.Hydro) => (Element.Dendro, 0, "Bloom"),
_ => (trigger, 1.0, "Apply")
};
}
}
Gacha pity simulator (50/50 system)
import random
def wish_one(pulls_since_5star, lost_50_50):
soft_pity_start, hard_pity = 73, 90
base = 0.006
if pulls_since_5star >= hard_pity: return ("limited" if not lost_50_50 else "off-banner", True)
p = base + max(0, pulls_since_5star - soft_pity_start) * 0.06
if random.random() < p:
if lost_50_50: return ("limited", False) # guaranteed
return ("limited" if random.random() < 0.5 else "off-banner", False)
return (None, False)
def expected_pulls_for_target(trials=100000):
totals=[]
for _ in range(trials):
n=0; lost=False; got=False
while not got:
n+=1
res, _ = wish_one(n, lost)
if res == "limited": got=True
elif res == "off-banner": n=0; lost=True
totals.append(n)
return sum(totals)/trials # ~ 62.5 평균
Stamina (resin) 시스템
public class ResinSystem {
public int Cap = 200;
public int Current;
public DateTime LastTick;
public int RechargeMinutes = 8; // 1 resin per 8 min
public void Tick(DateTime now) {
var gain = (int)((now - LastTick).TotalMinutes / RechargeMinutes);
Current = Math.Min(Cap, Current + gain);
LastTick = LastTick.AddMinutes(gain * RechargeMinutes);
}
public bool Spend(int n) { if (Current<n) return false; Current-=n; return true; }
}
Daily commission (4 tasks)
public class DailyCommissions {
public List<Commission> Generate(int seed) {
var rng = new Random(seed);
var pool = AllCommissions;
var picks = pool.OrderBy(_ => rng.Next()).Take(4).ToList();
// Reward: 60 primogem (15 * 4), bonus 20 on completion.
return picks;
}
}
Spiral Abyss damage check
public bool ChamberClear(Team team, Floor f, double timeLimit) {
double dpsRequired = f.HpTotal / timeLimit;
double teamDps = team.Members.Sum(c => c.AvgDpsAgainst(f.Enemies));
return teamDps >= dpsRequired;
}
Welkin Moon revenue model
# Welkin = $5/mo · 90 primogem/day · 30d
# = 2700 primogem + 300 instant = 3000 → 18 wishes
ARPDAU_pure_welkin = 5 / 30 # ~ $0.167
# 비교: 50/50 평균 62 pulls → $80-$100 / limited 5★
매 결정 기준
| 상황 | Approach |
|---|---|
| F2P 전략 | welkin only ($5/mo) + saving 으로 every 3rd banner. |
| Light spender | welkin + BP ($10) → 매 banner 25-30 pulls. |
| Whale | guarantee = 180 pulls = ~$300 per limited. |
| Endgame goal | Spiral Abyss 36★ → 600 primogem/cycle. |
| 매 새 region 접근 | Archon Quest 우선, world quest 는 후순위. |
기본값: welkin + BP · 50/50 lose 가정한 conservative saving · constellation 0/0 (C0) 기준 build.
🔗 Graph
- Adjacent: 약탈적 수익화 (Predatory Monetization)
🤖 LLM 활용
언제: gacha math (pity/EV) 분석, element reaction multiplier 계산, party comp 추천. 언제 X: 매 patch-specific character tier list — meta 변동성 큼, KQM/Genshin Lab 의 community guide 권장.
❌ 안티패턴
- Constellation 강요 design: C6 = $1500+ → power gap 으로 F2P 소외.
- Patch 시간 압박: 6주 patch 안에 limited 5★ 못 뽑으면 다음 rerun 6-12개월 후.
- Resin gating: 200 cap → 일일 강제 접속, burnout vector.
- Region 점프: Sumeru 부터 Dendro/Hyperbloom 메타 → 이전 로스터 stale.
🧪 검증 / 중복
- Verified (HoYoverse 공식 patch note, Spiral Abyss 통계, Sensor Tower revenue data).
- 신뢰도 A — 5년+ live game data + 공식 disclosure.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Genshin Impact / HoYoverse case |