If your game plan relies on Freeze, Shock, DEF Down, or Silver Wolf’s Weakness Implant, you need to understand Effect Hit Rate (EHR) and how it interacts with enemy resistances. The game resolves debuffs with this widely referenced equation:
Real Chance = Base Chance × (1 + Effect Hit Rate) × (1 − Effect RES) × (1 − Debuff RES).
That single line explains almost every “my debuff didn’t land” moment: your character’s EHR boosts the odds, while the target’s Effect RES (and any Debuff RES) push back. Below, we’ll translate that into practical thresholds you can build toward—without overinvesting where it doesn’t help.
Step 1 — Know the current enemy scaling
After Version 1.1, enemy Effect RES scales by 0.4% per level from Lv. 51 to Lv. 75 (max 10%), with no further scaling beyond 75. Earlier community charts that listed “0.5% to 25%” are outdated. Keep this 10% cap in mind when setting EHR goals for endgame content.
(Separate note: enemies’ own Effect Hit Rate—how often they can debuff you—increases 0.8% per level from 51 to 95 (max 36%), which explains why high-level mobs land more statuses. That’s a different stat from Effect RES, but useful context for survivability. )
Step 2 — Rearrange the formula to find “required EHR”
If you want a 100% Real Chance, solve for EHR:
Required EHR = 1 / (Base × (1 − Effect RES) × (1 − Debuff RES)) − 1.
Plug in your skill’s Base Chance (check the kit), then adjust for the enemy’s Effect RES and any Debuff RES on that target.
Example (Silver Wolf Skill at 85% Base)
- vs 0% Effect RES, 0% Debuff RES: 1 / (0.85) − 1 = 17.65% EHR
- vs 10% Effect RES (typical endgame cap), 0% Debuff RES: 1 / (0.85 × 0.90) − 1 ≈ 30.72% EHR
- vs 30% Effect RES, 0% Debuff RES: 1 / (0.85 × 0.70) − 1 ≈ 68.07% EHR
- vs 40% Effect RES, 0% Debuff RES: 1 / (0.85 × 0.60) − 1 ≈ 96.08% EHR
(85% base is consistent with common Silver Wolf references; check your Trace level for the exact value.)
If the target also has Debuff RES, multiply that in the denominator; required EHR rises accordingly.
Step 3 — Quick reality checks (don’t overcap by accident)
- Base 100% skills don’t need much EHR unless the target has high resist:
• vs 10% Effect RES → need 11.11% EHR (1/0.9 − 1).
• vs 40% Effect RES → need 66.67% EHR (1/0.6 − 1).
- Base 85% debuffs (e.g., Silver Wolf’s Skill) need ~30–35% EHR for typical endgame caps, but can demand ~96% into a 40% RES boss—unless you bring RES-down tools.
Step 4 — Raise EHR efficiently (relics, cones, team)
Relics & Planar Ornaments
- Pan-Cosmic Commercial Enterprise (2-pc): +10% EHR and ATK increases by 25% of current EHR (up to +25% ATK)—a two-for-one when you’re stacking EHR anyway.
- However, for many Nihility DoT teams, Space Sealing Station can outperform Pan-Cosmic in damage unless you specifically need the extra EHR to hit a breakpoint. (KQM notes this trade-off clearly.)
Light Cones with EHR
- Eyes of the Prey (4★, Nihility): +20–40% EHR and +24–48% DoT—a staple pick for Kafka/Sampo/Black Swan comps that still need accuracy.
- Other options (vary by patch): In the Name of the World, Moment of Victory, etc., provide conditional EHR bumps or utility if they fit your character/path.
Team & debuff support
Bringing Effect RES down (e.g., Dr. Ratio Skill, some eidolons/auras) lowers the denominator in the formula so your current EHR goes further. Even small RES-down values meaningfully reduce the EHR you must farm.
Step 5 — Use a calculator for fast targets
Community tools let you input Base Chance / EHR / target resistances and spit out your exact Real Chance or the required EHR for a chosen success rate (e.g., 90%+). They’re handy for deciding whether to keep rolling for substats or swap planars.
Putting it together (simple checklist)
- Identify Base Chance on the skill you care about (e.g., 100%, 85%, etc.).
- Assume target Effect RES: use 10% for a safe endgame baseline unless you know a boss’s value is higher; include Debuff RES if relevant.
- Solve for required EHR with the rearranged formula, or plug numbers into a calculator.
- Bridge the gap with Pan-Cosmic (if you truly need EHR) or use Space Sealing Station for better damage when you’re already at threshold.
- Add an EHR cone (Eyes of the Prey is the most universal) and sprinkle EHR substats until you hit the breakpoint—then stop.
Two light, contextual anchors for editors
- Planning a gear swap or RP refresh? Honkai: Star Rail top up before resets so you can test builds right away.
- If you’re finishing a DoT or debuffer build this week, consider a small stash to cover cones/relic energy: Buy Oneiric Shard (trusted checkout, fast delivery).
Bottom line: Start from the formula, use the 10% Effect RES endgame cap as a default unless a boss is spikier, and gear only to the minimum EHR breakpoint your comp needs—then pivot back into damage. That’s how you land the debuffs that matter without wasting rolls on overcap.