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80级猎人技能伤害与武器手册

2018-09-05 5页 doc 22KB 19阅读

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80级猎人技能伤害与武器手册80级猎人技能伤害与武器手册 1. the upper and lower limits of weapons Generally speaking, this doesn't make any sense. The lower limit of the big gap between some weapons, there are some gaps, but any one of the related formulas and the upper limit and lower limit, inevitably,...
80级猎人技能伤害与武器手册
80级猎人技能伤害与武器手册 1. the upper and lower limits of weapons Generally speaking, this doesn't make any sense. The lower limit of the big gap between some weapons, there are some gaps, but any one of the related formulas and the upper limit and lower limit, inevitably, the amount of random value, instead of the upper and lower limits for the average damage in the calculation. But in fact, hurt by weapon damage, ammunition damage, AP addition, weapon damage proportion is not large in the floating weapon damage effect on the total damage is also very small, and this is a large amount of data smoothing. So we usually appreciate weapons, hardly looking at this value. 2. weapon seconds damage (DPS) Weapon second damage (DPS) = weapon damage / weapon speed Weapon second damage is the first or basic element of weapon selection. The weapon's DPS is directly linked to the item level. Between different grades (219lvl or more), every high grade, DPS upgrade enough to ignore the weapons speed and additional attributes. 3. weapon speed and weapon damage The same weapon is second damage (DPS) = weapon damage / weapon speed, current weapon speed, mainly 2.8, 2.9, 3, three. Only kill shot, Chimera Shot, aimed shot by multiple / weapon speed, automatic shooting, we only need to calculate DPS calculation of steady shot. Advantages and disadvantages of slow weapons 1. / / multiple / chimera aimed at killing high skill damage. 2.PPM triggered class effects are dominant, such as the wisdom trial. Inferiority, 3.PPH class, triggering, inferiority, strengthening, Eagle guarding, and survival talent are mostly triggered by the 2T10 effect. Generally speaking, the dominant role is the first point, especially the shooting talent, while survival is only offset by aiming and killing, although it is also slow, but the effect on the whole is very small. Weapon speed is also a key point in choosing weapons, but far lighter than DPS, and is usually considered in conjunction with additional attributes of weapons. 4. additional properties and effects of weapons For the same level of weapons, the sum of property added roughly, but this additional amount is far less than any other equipment, and in general, our relationship is the total amount of this property, but not specific to the ground or what the rapid penetration. But compared to the weapons of PVP and PVE, the excessive endurance and toughness of PVP weapons can also bring DPS down. This is generally considered in conjunction with weapon speed. The special effects weapon has only one repeating bow. Weapon selection principle 1:DPS/ item level 2:DPS under the same conditions, you can generally refer to 3.0PVE>2.9PVE=3.0PVP>2.8PVE -------------------------------------------------------------------------------- The main skills of hunters The following formulas are the core damage of skill, the simple multiples of all natural states to their Chengdu as a whole. Automatic firing, 5-35 yards, physics Damage = (weapon, DPS+, ammo, DPS+RAP/14) * weapon speed Viper Sting instant 9%, base mana 5-35 yards, natural 1 jump every 3 seconds, lasts 15 seconds /21 seconds (Diao Wen) Per hop damage =RAP*4%+242 A chimera Viper prompt 5-35 code by Chimera Shot Viper Sting when refresh No glyph damage, =RAP*8%+264/484 glyph damage, =RAP*11.2%+677.6 Arcane Shot, flash 5%, base mana 5-35, arcane 6 sec cooldown Damage =RAP*15%+492 Multiple shots, 0.5 seconds, casting time 9%, base mana 5-35 yards, maximum Attack 3 target, physical 10 seconds cooldown Damage = (weapon, DPS+, ammo, DPS) * weapon speed +RAP*20%+408 Aimed shot, instant 8%, base mana 5-35, physical 10 sec cooldown Damage = (weapon, DPS+, ammo, DPS) * weapon speed +RAP*20%+408 Steady shot, 2 sec, casting time 5%, base mana 5-35, physics Damage = (weapon, DPS+, ammo, DPS) *2.8+RAP*10%+252 Chimera Shot instant 12% base mana 5-35 code 10 second cooldown Damage =1.25* (weapon, DPS+, ammo, DPS) * weapon speed +RAP*20% Kill shot, 7% base mana, 5-45 yards, physical 15 seconds cooldown Damage ==2* (weapon, DPS+, ammo, DPS) * weapon speed +RAP*40%+650 Rapid arrow shooting, automatic shooting, 5-35 yards of natural Damage =0.8* (weapon, DPS+, ammo, DPS+RAP/14) * weapon speed Explosive shot, 7% base mana, 5-35 yards, 1 flames per second, 3 jumps, 6 seconds cooldown Damage =RAP*14%+ (221~265) / (386~464) Black arrow instant 6% base mana 5-35 yards, shadow every 3 seconds 1 jump, lasts 15 seconds, 30 seconds cooldown Per hop damage =RAP*2%+553 Silent shot instant 6%, basic mana 5-35 yards, physics does not trigger public CD 20 seconds cooldown Damage =0.5* (weapon, DPS+, ammo, DPS) * weapon speed +RAP/14 Room 17% of base mana 35 yards arcane 1 hops per second, 6 sec cast spells, channel Per hop damage =168+RAP*5.86%/353+RAP*8.37% Scorpid sting 11% base mana 5-35 code prompt sting target, the melee and ranged attacks hit probability is reduced by 3%, lasts 20 seconds. Disrupt shot 7%, base mana 5-35 yards, instant 8 seconds cooldown, draw targets to attack you, but have no effect on targets that are already attacking you. Lasts 6 seconds. Better shot, 8% base mana, 5-35 yards, instant 8 second cooldown, and try to remove 1 enrage effects and 1 magic effects from an enemy target. Viper Sting 8% base mana 5-35 code prompt for 8 seconds 15 seconds cooldown sting target, Absorbs 4% of the target's mana in 8 seconds (absorbs no more than 8% of the hunter's own mana limit), and transfers 300% to the hunter.
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