Author: NGA - Otaku Master Currently, based on my own actual test results of DH and Mage, I found that Immortal has a damage mechanism that is not commonly used nowadays, that is, almost all + percentage damage is multiplication. Nowadays, few games do this, because the multiplic

2024/05/0410:12:33 game 1458

Author: NGA - Otaku Master

Author: NGA - Otaku Master Currently, based on my own actual test results of DH and Mage, I found that Immortal has a damage mechanism that is not commonly used nowadays, that is, almost all + percentage damage is multiplication. Nowadays, few games do this, because the multiplic - DayDayNews

Currently, based on the results of my own actual measurement of DH and Mage, I found that Immortal has a damage mechanism that is not commonly used nowadays, that is, almost all + percentage damage is a multiplication operation.

Very few games do this now, because multiplication operations have no marginal effect on damage, and in the end it will make the data extremely difficult to control.

According to my actual measurement results, except for the exact same adverb entries on the equipment (for example, weapons and pants both give +skill damage), which may be additive superposition, everything else is multiplicative. For normal characters under this mechanism, the damage dealt by core skills is basically 170% to 190% of the naked damage on the skill description interface.

Some of the easiest sources of percentage damage increase:

1. The passive damage after adding shadow can generally stack up to 14%~15%. This is actually a huge benefit, and it can be regarded as a compensation for shadow players. At present, it has been tested that this damage is effective in the wild, dungeons and small secret realms. The situation in the big secret realm and battlefield is too complicated and it is not clear, but it is speculated that it is also effective.

2. Equipment adverbs. If this is done well, it will basically be 10%+skill/20%+basic attack/15%+increased damage to elites. Going up further requires brushing specifically.

3. Partial dark gold effect, specific skills +10%

4. Partial awakening effect, specific skills +10%

5. Skill stone, core skills +2%, mosquito legs.

6. For suits, currently dot suits, basic attack suits and wind suits can all add damage, which can be considered to be around 15% of the core skill level.

At this time, the damage increase of core skills may have reached 1.5 times.

But the main focus of damage increase is actually the legendary gem system. By default, gems below

will be upgraded to full one star, 6 stars for 2 stars, and 4 stars for 5 stars. They are non-krypton graduation-level equipment. Data may have slight errors.

Eye of Mad War 16%

Kill five enemies with a death chain 20%

Weaken stone and increase damage by 18% one minute after killing an elite

Pain after control 16%

Hunter God averages about 12% (only for remote characters, death Spirits may be higher)

Dominance skills or basic attacks are increased by 17%

Passionate Fang stack is 17% full. If it is FireWire, Bone Spirit NE can almost equal to more than 14% damage increase in the whole process, and other professions are also equal to 10% level. At the same time There is also 1.5%

html for elite damage, 10.5%

html for blood jade, and 10.5%

for DH and mages. The four-piece set of Mad Hunting God, Ruler and Passion can already be multiplied by 1.6 times. If there are blood jade, or the build applies corruption (ice line flow), this damage can continue to pile up to a terrifying level. Melee combat and undead also have to take into account some survival, and how to distribute them depends on everyone's opinion.

At this time, compare the output gap between damage-increasing gems and damage gems. Take my mage with a cr of about 1750 and a damage increase of 1.9 times as an example.

fully leveled Eye of Wild Fighting, a non-extreme build using Fire Wind + Meteor + Fire Wire, 20s standing has a total output of about 440,000, and the damage of the Eye of Wild Fighting is increased by more than 70,000. In a non-stationary environment, for example, if the fire ray is replaced by incineration, the total output can be more than 25W, and the mad battle increase is close to 4W.

As for the level 4 fangs, the damage in one jump is about 2800, and the damage in six jumps is 16800. The damage increase is triggered once every 20 seconds. The damage of Running Wolf is similar, with an increase of about 15,000 damage in 20 seconds. On the contrary, the damage of summoning the black dragon is relatively high, the damage increase is over 35,000 in 20 seconds, but it requires killing a monster every 6 seconds, which is completely useless against the boss, and it is still far inferior to the mad battle.

can see that the damage of five-star gems except blood jade at level 4 is nearly 10% lower than that at level 10. The added resonance points of 255 can only restore about 7% of the damage attribute. The final damage may be It's lower than gems like Mad War...

The most precious thing about five-star gems is actually the high CR, but CR is in the wild, dungeons are of little use, and it's easier to cap it in PVP. The final result is the five-star gems except the blood jade. Except for the Phoenix, which has pvp value, the others are basically gems dedicated to CR rankings and secrets.

Conclusion

1. Immortal’s current damage calculation is basically based on multiplication, so every percentage point of damage increase is actually very precious. Trying to find a way to increase the damage by 10% will increase the output more than replacing a level 5 garnet with level 6 (which can increase the damage panel by about 320, and the damage increase is about 8%).

2. The most common source of damage is gems.Currently, except for Eternal Torment and Basic Attack Stones (these two actually have independent damage-increasing areas: rapidity), the other non-damage-increasing gems are far behind the damage-increasing gems, even if they are five-star.

3. Simple guide for gem selection: first ensure survival, and then choose damage/rapid gems that can be effective for you. All members can consider frenzied fighting, death chain, torture, and control. They can consider hunter for long range, attack speed for basic attack, and pain for ice ray.

3. Currently, except for blood jade and phoenix, the five-star gemstones are very passive, and their main function is to pile up CR (resonance must be converted into damage/life in the end, and it cannot even fill the passive pit). Except for big secrets, CR can never be too much. On other occasions, it will be "excessive" - ​​that is, your CR is already greater than all the enemies in the environment. At this time, the value of CR drops sharply and even has an upper limit. I once asked a boss with 2000 resonance why he changed the level 5 poisonous bite to the level 10 eternal torture in PVP. The other party told me that eternal kills are faster. To put it bluntly, the high resonance of five-star gems cannot even bring back the passive disadvantage of garbage. , and CR is of little significance to the boss. After all, 95% of the people on the battlefield do not have a high CR like him.

4. In addition to gems, the natural adverbs of equipment also bring high damage increases, so in addition to the secret, the equipment also needs to be passive. It is not that the higher the CR, the better. When the CR has reached the standard in the environment, 300CR can replace the 10% damage increase. Even if the equipment with 5% skill has a lower CR of 100, the damage may still be higher. In the final analysis, you just need to brush more.

5. For low-cost players who spend one to two thousand krypton to buy out the gift packs, "raising a cheap five-star to support CR/resonance" may not be the best way to play.

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