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Swift Arrow — Damage −20% Test

Published: 2026-05-11Updated: 2026-05-11

Experiment Topic

This page summarises in-game measurements of how much damage Swift Arrow actually reduces and which skills are affected. Rather than stopping at a vague "it feels weak," the goal is to confirm the numbers and identify exactly when choosing it is a net loss.

Test Source:This experiment was conducted on 2026-05-11 by the site author using their own account and character — single-tester measurements. The specific gear and runes for each condition are listed in the relevant section, and results may be updated if further testing is done.

Conclusion

Damage −20%

Deducted inside the same group as Boss DMG Increase and Ground DMG Amp — not an independent multiplier.

+
Reduced
+
+
+
Unchanged

Affected vs Unaffected Skills

Main weapon, Strike, Energy Ring / Arrow / Beam are reduced. Freeze, Plant Guardian, Bomb Fairy, Meteor Potion, and other elemental abilities are unaffected.

+
+
86

Energy Ring Hit Count Also Drops

Swift shrinks the ring, cutting hits from 8 to 6. This is an additional loss on top of the per-hit damage reduction.

Warning

Oracle Helmet Chaos + Swift = Damage Loss

Oracle Helmet Chaos + Symphony Legend + Tracking Eye / Energy Ring: adding Swift reduces total damage in this build.

What Is Swift Arrow?

Swift Arrow is an ability that increases attack speed in exchange for reduced damage. The official description does not state the reduction amount, making it difficult to gauge the real cost.

This experiment quantifies the exact damage reduction rate, the additional loss from the smaller Energy Ring size, and the compounded penalty that appears in certain gear combinations — all verified through in-game measurements.

Damage Analysis

Test Conditions

Character Resonance
Alex 7★ · Muira 7★ · Tata 3★
Gear
None
Runes
None
ATK
144.37K
Crit Damage
275%
Final DMG Bonus
14.56%
Ground DMG Amp
10%
Boss DMG Increase
28%
Main Weapon DMG
17%

Swift Damage

No Swift

267.04KNormal
734.38KCrit

+ Swift

228.34KNormal
627.95KCrit

Damage Breakdown

Swift's damage reduction is not an independent multiplier — it is deducted inside the same calculation group as Boss DMG Increase and Ground DMG Amp. The formula and group visualisation below show how the structure works.

267.04 ÷ 1.38 × (1.38 − 0.20) = 228.34 ← matches Swift in-game measurement

Divide 267.04K by the group multiplier (×1.38) to get the base damage, then multiply by the post-Swift multiplier (×1.18) to get 228.34K — an exact match with the measured value.

Base100%
Ground Amp+10%
Boss DMG+28%
Swift Reduction-20%
No Swift×1.38

1 + 0.10 + 0.28 = ×1.38

+ Swift×1.18

1 + 0.10 + (0.28 − 0.20) = ×1.18

The fewer boss/ground options a build has, the larger the share Swift occupies within the calculation group. High-end builds with lots of boss damage stacked through relics and guild research will see a slightly smaller relative loss from Swift — but it is still a net loss.

Skills Affected by Damage Reduction

Choosing Swift Arrow does not reduce damage on every skill. The main weapon and Strike are reduced; other skills (elemental, plant, fairy, meteor potion, etc.) are unaffected. The numbers confirm this.

Main Weapon (Normal / Crit)Reduced

No Swift

267.04KNormal
734.38KCrit

+ Swift

228.34KNormal
627.95KCrit
StrikeReduced

No Swift

191.72KNormal

+ Swift

163.94KNormal
Freeze Arrow (Elemental)Unchanged

No Swift

190.2KNormal

+ Swift

190.2KNormal
Plant GuardianUnchanged

No Swift

228.24KNormal

+ Swift

228.24KNormal
Bomb FairyUnchanged

No Swift

102.25KNormal

+ Swift

102.25KNormal
Poison Meteor PotionUnchanged

No Swift

285.30KNormal

+ Swift

285.30KNormal

ATK Ability Interaction Check

Verifying whether an ATK +10% ability (Warrior's Breath) still applies correctly when Swift is active. Since Swift modifies the calculation-group coefficient rather than base damage, ATK abilities should be unaffected.

Baseline (No Swift)

267.04KNormal
734.38KCrit
+ Warrior's Breath
293.75KNormal
807.82KCrit

+ Swift

228.34KNormal
627.95KCrit
+ Warrior's Breath
251.18KNormal
690.75KCrit

228.34 × 1.10 = 251.17 ≈ measured 251.18K — ATK increase applies normally even with Swift active.

Conclusion

ATK abilities such as Warrior's Breath apply at full rate even with Swift active. However, since the 10% is applied on top of a base already reduced by Swift, the absolute damage gain is smaller.

Damage Comparison by Skill Combo

Normal and crit values with and without Swift for key combinations: Energy Ring, Energy Arrow, Energy Beam, and more. All measured with a no-gear, no-rune control build.

No Swift

186.93KNormal
514.06KCrit

+ Swift

159.84KNormal
439.56KCrit

No Swift

534.09KNormal
1.46MCrit

+ Swift

456.69KNormal
1.25MCrit
+

No Swift

293.75KNormal
807.81KCrit

+ Swift

251.18KNormal
690.74KCrit

No Swift

186.93KNormal
541.06KCrit

+ Swift

159.84KNormal
439.56KCrit
+

No Swift

186.93KNormal
514.06KCrit

+ Swift

159.84KNormal
439.56KCrit

No Swift

460.56KNormal
1.26MCrit

+ Swift

421.86KNormal
1.16MCrit

Energy Ring Hit-Count Reduction

Swift Arrow has an additional side-effect beyond the damage reduction: picking it shrinks the Energy Ring, reducing the number of times it hits an enemy. While per-hit crit values drop in proportion to the Swift penalty, the total hit-count also falls — making the real-world loss far greater.

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Crit (per hit)

476.81K

Hits / Shot

8

Total DMG / Shot

3.81M

+
+

Crit (per hit)

402.31K

Hits / Shot

6

Total DMG / Shot

2.41M

+
+

Crit (per hit)

476.81K

Hits / Shot

11

Total DMG / Shot

5.24M

+
+
+

Crit (per hit)

402.31K

Hits / Shot

11

Total DMG / Shot

4.42M

Key Finding

Adding Swift to Energy Ring + Tracking Eye shrinks the ring and drops the hit count from 8 to 6. On top of the per-hit damage loss (−15%), the hit-count loss (−25%) means total damage per shot falls by roughly 37%. Adding Energy Beam restores the ring size so the 11-hit count is maintained — meaning Swift no longer causes a hit-count penalty in that combo.

Gear Experiment — Energy Ring Build

Damage measured against a boss over ~20 seconds with actual gear and runes equipped. Three attempts per condition; averages are compared.

Test Conditions

Pendant
Ring
Armor
Boots

Rune

Sharp Arrow
Arrow Trick
Symphony
Warning:With Oracle Armor + Oracle Helmet Chaos + Symphony Legend equipped, adding Swift to a Tracking Eye + Energy Ring build actually decreases total damage. Never pick Swift in this combination.
+
Without Oracle Helmet

Without the Oracle Helmet the Energy Ring fires fewer projectiles, so the attack-speed gain from Swift can sometimes offset the damage penalty — making it a net positive in this specific case.

+
+

No Swift

53.90B

53.09B · 53.95B · 54.67B

+ Swift

41.0%

76.01B

77.36B · 76.42B · 74.25B

+
With Oracle Helmet
+

No Swift

214.36B

198.84B · 218.64B · 225.59B

+ Swift

26.7%

157.08B

152.36B · 162.23B · 156.64B

+
+

No Swift

309.17B

337.74B · 289.24B · 300.53B

+ Swift

23.4%

236.94B

252.69B · 227.04B · 231.09B

+
Oracle Helmet + Griffin Weapon
+

No Swift

193.27B

181.06B · 203.64B · 195.12B

+ Swift

20.7%

153.25B

144.68B · 156.5B · 158.57B

Gear Experiment — Tracking Eye Build

Damage comparison with and without Swift in a Tracking Eye solo build. Changes when Energy Beam is added are also documented.

11.86B · 11.62B · 9.22B

10.90B

+

9.31B · 9.79B · 9.22B

9.44B

+

28.98B · 31.1B · 33.26B

31.11B

+
+

29.57B · 29.06B · 29.59B

29.41B

Why Is Oracle Helmet Chaos + Swift So Bad?

Oracle Helmet's Chaos option (Crit → +1 Multishot) introduces a firing delay on every shot. This delay effectively negates the +100% attack speed from Swift. Two specific questions were tested and measured.

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Q1. Without Helmet

Measured without the helmet, Swift's attack-speed increase is fully reflected. Hit count rose ~80%, and total damage increased accordingly.

+
+
+

No Swift

3.7B

Hit Count: 459

+ Swift

52.2%

5.63B

Hit Count: 824 +79.5%

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Q1. With Helmet

With the Oracle Helmet equipped, the Multishot delay prevents Swift's attack-speed bonus from registering properly. Hit-count growth was only ~12%, resulting in a net damage loss.

+
+
+

No Swift

31.11B

Hit Count: 12,533

10-Run Avg

+ Swift

5.5%

29.41B

Hit Count: 14,104 +12.5%

10-Run Avg

Thor
Q2. Using Thor

Thor was used to try to eliminate the Multishot delay, but hit-count growth remained at the ~12% level. The delay is not resolved by Thor.

+
+
+

No Swift

30.7B

Hit Count: 12,337

10-Run Avg

+ Swift

5.7%

28.95B

Hit Count: 13,862 +12.4%

10-Run Avg

Conclusion

Oracle Helmet Chaos's Multishot delay structurally cancels out Swift's attack-speed benefit. Thor does not fix the delay. With Oracle Helmet equipped, Swift yields only a tiny hit-count increase while cutting damage — a double penalty.

Frequently Asked Questions

QShould I never pick Swift Arrow?

In most situations Swift is a net loss. However, testing showed that in builds without the Oracle Helmet, using Swift alongside Energy Ring can sometimes allow the attack-speed gain to partially offset the damage penalty. As a general rule, skip it — but it may be acceptable in a pure Energy Ring build with no Oracle Helmet.

QWhat exactly is the "boss damage calculation group" that Swift reduces?

The boss damage calculation group is the multiplicative layer where Boss DMG Increase (from relics, guild research, etc.) and Ground DMG Amp are summed together. Swift adds −20% to this group. As the group total grows larger, Swift's relative penalty shrinks slightly — but it remains a net loss in absolute terms.

QWon't faster attack speed mean more hits and therefore a net gain?

Testing shows total damage is still a net loss. Even though faster firing increases the number of shots, the combination of per-hit damage reduction and Energy Ring hit-count reduction results in lower total damage over a 20-second window. In particular, adding Swift to Energy Ring + Tracking Eye combos reduced total damage by roughly 20–30%.

QWhy are other skills (elemental, plant, fairy, meteor, etc.) unaffected by Swift?

Freeze Arrow, Plant Guardian, Bomb Fairy, Poison Meteor Potion, and similar abilities appear to belong to separate damage calculation groups that Swift's −20% does not touch. Swift's penalty applies only to the calculation group tied to main-weapon attacks.

QWhy is Oracle Helmet Chaos + Swift especially bad?

Oracle Helmet's Chaos option (Crit → +1 Multishot) creates an internal firing delay on every shot. Without the helmet, Swift's +100% attack speed is fully reflected in hit count — about 80% more hits. With the helmet, the Multishot delay limits the hit-count increase to just ~12%. Damage is already −20%, and firing rate barely increases — a double penalty. Testing also confirmed that Thor does not resolve this delay.