Traditional Culture Encyclopedia - Traditional customs - How to play double-edged magic abyss blade for civilians?
How to play double-edged magic abyss blade for civilians?
Civilians double knife play introduction
The swindler's double knife is the most difficult occupation in the magic cave, but it is also the ultimate destination for all players who pursue aggression!
Because it is too fast, it cuts 12 times a second, although every knife is scraping. But that is not the point. The point is that attack speed is the source of all shock!
1, about double attack mode:
In terms of attack mode, the double-pole one * * * has three attacks, the first time is the same as the second time, and the third time is the value of 1.5 times of the first time (this is tested by a small batch of data, which may be inaccurate, and the test value is as follows):
In terms of attack value, one attack is divided into two attacks, each with one knife, which is the total physical damage of the panel. The two attacks were probably physical damage of 1/2 and then floated randomly, because the above values were tested by the butcher and the golden knife. The attack gap between the two knives is still relatively large, but there is no obvious difference in data. (Roll call, comrades, are you lazy? ).
It should be noted here that the double knives seem to be cut twice in one attack, but an attack only triggers the king of blades to cut the light once! ! ! Therefore, the Blade King didn't add anything to the cheater's double knives except hitting 1 time for weaknesses. Capital pit!
2. On the weakening mechanism of fraudsters' double knives;
Take a closer look at the description:
Weakness means that when you attack the target with a swindler's double knife, the target will expose its weakness. You need to attack it from a specific position, which is called hitting the weakness. It takes 4-5 hits to break the weakness. The specific position refers to the blue triangle with a small circle in the middle. You need to stand in this position and attack the enemy.
This mechanism requires the player to re-operate, at least the hand can not be disabled. And this weakness, the model is relatively small, the circle of weakness is also small, and the requirements are more accurate when it is urgent, such as nightmare 30. The model is large, and the circle of weakness is too big for both hands to reach, such as the monster shark.
From the point of view of breaking weaknesses, the blade king is still possible. For example, breaking the weakness is five times, and the king of blades can be shortened to two attacks.
I haven't tested whether a weakness is armor, but I've seen gangsters break about 9000 weaknesses and boss over 6000. Therefore, it is very likely that breaking the weakness counts as physical injury, which can be reduced by armor.
3. Equipment selection:
Liars and cheaters. Seven boxes have been lost.
Recommend these devices, or some:
Terminal A: This is a must for into the pit, ranking 1. Because the double-edged sword can interrupt the third attack, when you hit the mob, you must have a terminal armor to interrupt the mob (such as the flying red demon) continuously, otherwise your state will continue to decline.
God of Man: If God of Man can gamble, he must have it, increasing the final damage by 75. Do you want to be hot and only 60? It's better to go home for illness than to have a general attack.
So you should have a relative avoidance ring, and if you avoid the weapon master halfway, you can also have an avoidance necklace.
Ring of Crazy War: It can be used when you don't need to be a god. It has a little output, but it requires a little high physique.
Eye of Insight: When you are not too god-struck, you can take it with you, and it is even worse to bring your own armor-piercing value.
4, jump pit guide:
Personally, I think it is necessary for cheaters to return blood. Melee units are too vulnerable to injury, and unlike physical melee, there are auxiliary equipment such as recovery necklaces to help them recover. Double knives are agile, so the physique will not be very high (I ordered a lot of physique and agility), and the amount of medicine returned will be less.
Therefore, it is necessary to crit back blood, and the amount of crit back blood is also linked to physical fitness. The biggest problem with double knives is that we are sad about 30, so we will take the 30th floor as our main target. Playing 30 is a protracted war, and high physical fitness means high injury reduction and high recovery, which can make you play longer.
My physique is very tall.
In addition, when you fight mobsters, don't choose the brute god, you must take the belief of victory and control it with one hand, which is of great significance to your inventory and blood bottle.
5, the ultimate method:
In fact, when it comes to the ultimate method, it is actually the choice of how to break the 30-storey armor. For armor, look at the curve:
Basically, the higher the armor, the lower the income from injury reduction. The 30-story boss is said to have about 1200 armor, which reduces injuries by about 50%. How to choose the ultimate method determines how we clean the equipment.
Option 1: the grandmaster of the arms school.
Master Ataarms hits the 30th floor boss, which means that 100% increases the damage. The disadvantage is that it is slow to fight mobsters, and mobsters themselves have no or low armor. But grandmasters are easier to gamble. You can take three when you go out.
If you choose a guru in the arms, then you don't need armor piercing, full physical attack, range damage, partial crit value/crit damage/haste. Playing boss is much faster.
Option 2: King of Blades School
If you choose the King of Blades school, you need to pile up armor. I now have 655 armor, plus 240 tears, and I have 900 armor points. In fact, the armor is easy to fold with a millstone, and the income is also high. Shoes themselves can also wear armor. Blade king's shortcoming is that it is red and yellow, so it depends on your life if you don't gamble. One day, into the pit 10 times, without gambling once, directly exploded in situ.
There are some data about the armor-piercing value of the module:
The most intuitive conclusion of this data is:
Weapons must strengthen physical attacks! ! !
(except for some armor-piercing bullets)
So sunder armor is either not piled up, or piled up until the other side has only 0 armor. Because you may pile up 800 sunder armor, the target damage is reduced by 25%, but when you pile up to 1200 sunder armor, the target damage is reduced to 0. The closer the target armor is to 0, the more sunder armor should be accumulated.
The simple sentence is:
Sunder armor is either not piled, or piled to the opposite side, and sunder armor reaches 0!
Therefore, Blade King suggested that the main pile break armor, and then quickly improve the value (attack speed, which will be discussed in detail below), range and physical attack.
6. About the attack speed:
The attack speed of the third gear is about 1.8 attacks per second;
The attack speed of the fourth gear is 83, which is about 2 attacks per second.
The promotion is quite limited, so there is no need to pursue 83 attack speed.
Double knife is difficult and requires high operation, especially double knife fraud. Moreover, it is not easy to challenge and it is difficult to clear customs. But the sense of melee attack is too cool and crackling, so hardcore men can try it. The above is the whole content of the double-edged play strategy of the magic abyss. For more exciting content, please continue to pay attention to the deep empty-handed network!
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