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For more information weapons of war output depth Weapons and war output, in fact the integrated use of three principles: 1. According to their own equipment, property, obtain a degree of skill priority list, and then a tear in the loop, keeping always play in front of this table, the most available skills. 2, ensuring kick down the skills, the next GCD that could be the ideal skills of a successful release. Skills is to ensure convergence. 3, try to maximize every GCD. After the completion of all this, if more than anger, vent it out with a heroic. This not only increases the damage of weapons-click, and can not avoid the skewed squeeze out the output from our part of the improved double dps. Well, first degree as to why the decision table is their own equipment, skills, how to complete convergence, the following details. Tips: to write this article not because we wanted to show off how these conclusions high-end (in fact, the author looked at them a little bit embarrassed ---- they are too scattered and too broad and it is very common too quick too... a), but because these principles have given me great inspiration, I hope they give everyone the same, or even more to help, so that we progress together. For example, round-table theory I completely understand the "inverted T fat distribution is the responsibility of T" and clear the carry cloth fat requirements of equipment and practices. It also thoroughly convinced me to play pvp needs fz, not all anti-4 +4 / Full-resistant / all R / All the block ---- really become clear ah. The article also thought into a few small problems, they are testing all of the previously acquired, some easy, some need to pick up a pen and paper math. 1. Roundtable theoretical properties of our choice of By using a round-table theory, the conclusion is that income is always greater than the critical strike hit precision (The latter two did not even full). Point here is: Amio principle is correct, but he returns when calculating crit, just a departure from the round-table theory. He will return crit treated as "increased critical strike "----- a round table in accordance with theory, however, should be" a Pugong replaced by a critical hit. " He therefore concluded that unreliable. Here we look at how the corrected return. Boss armor is designed to avoid injury k, flat cut of the damage is D, critical strike damage bonus of upgrading p (for the weapons and war, to provide 0.2 talent, colorful provide another 0.03, so p = 0.23, Amio post is 0.08, can be but now here with the same explanation is not clear how come, so here p instead of directly, eliminating external), the original attack on the boss 100 times (including misses and the deflection and was evasive) 1% hit / accuracy: a 0 damage attack will be transformed into a non-explosion attack, improve the (1-k) D1% crit: a non-explosive attack into a critical strike, to upgrade to ((1 + p) (1-k) D +0.48 * D) - (1-k) D. To enhance the comparison with the hit, from minus (1-k) D, and make it out coefficient is 0, too (p-1) (k-1) = 0.48. This is a hyperbolic equation, mapping (slightly) the conclusion can be seen directly. Who do not want / not drawing comrades, can give a rough conclusion: As the boss to avoid injury are generally low (hang 5 + Wizard fire, especially after the break), so we need more than 60% crit bonus raise to make critical strike revenue exceeds the hit / precision ---- This simply can not achieve in the current version (probably not after the line). Question: count seriously injured, we can not achieve this 60% of BT to upgrade? Give the process. (Serious injuries related to the formula to find your own, I wish you have a new discovery.) Shows that, when hit / accuracy is not full, we still need it filled. See here, maybe you should ask: flat cut our weapons and fight only a small part of the output, and for the skills to use, you did not mention here, this is not. . . Well, talk is very good. For this, we might do so a reasonable assumption: level hack created more anger, skills, the higher the damage. Because we use both hands arms, heroic anger can guarantee that we will never overflow. Therefore, by this assumption, no matter how the change after the zs skills, we can calculate by anger to estimate the skill gains the skills to simplify complex damage calculations. Well, the following benefits calculated anger. First of all, anger formula is: anger = (15 * damage to your target amount) / (4 * anger conversion value) + (hit factor * weapon speed) / 2, representative of weapons with the speed S, 1% hit / accuracy: increased a (15 (1-k) D) / (4 * 274.7) + (3.5 * S) / 2 rage. 1% crit: critical strike hit factor is 7, not 3.5, so replace crit hit, the anger increased [(p-1) (1-k) -0.48] D15 / (4 * 274.7) + ( 3.5 * S) / 2. By the previous calculation, we know where the most numerous and the first hit is less than 1% in the corresponding entry, the second of the same. So the anger is still hit the winning proceeds. Therefore, we have concluded: Excluding the words hit and seriously injured less than precision, you need filled. Amio's conclusion is wrong. Question 1: Suppose a zs hit just qualified, precision pieces need to fill a shame. At this time he took the jewelry is a traitor and violent persons, could not put him to shame debris? If you change, change what? Question 2: Please tell us how to get rapid benefits, and to compare and hit rapid gains. If possible, the analysis of the factors please join injured. 2. Standardizing weapon speed on our choice of the skills The so-called standard weapon speed, summarized as follows: damage = weapon DPH + (standardized weapon speed * AP/14) the standardization of weapons and speed is defined as follows daggers * 1.7 * 2.4 * hands one-handed weapons and long-range weapons, weapons of 3.3 * 2.8 this formula All trigger GCD affect only the instantaneous non-DOT skills. More common on the present equipment is concerned, the 3.8 weapons, punching higher than the death benefits; for 3.5 or faster weapons, the situation is the opposite. Well, this guide on what we mean? Weapons of war on the battle skills of priority, the most tragic death and punching the battlefield is the struggle between one group based on the "high utilization rate of some anger," that pounding certain than death. I had personal stakes on the "measured", and also supports punch than death, and disparities. Well, now that the standard rate of weapons, we can see, no matter that the punch is larger than a certain death or otherwise, are one-sided. The following reasons: 1. Anger utilization of equipment in one grade only the following sense. When the equipment well, the resulting anger is often high enough to need to "vent off" with it, then discuss the "anger utilization" is no doubt meaningless. This is a simple marginal issue, or "quantitative cause a qualitative change." Now we are equipped to break this line do so for the red list of weapons to war, the "anger utilization" can be torn from the notebook has. Of course, not meet this standard, the punch will undoubtedly be your good comrades. 2. When the hands of the weapon speed is not the same time, death and punching tower cranes in harm's position will change. The reason is that standardization of weapon speed. Thus, whether the death and punching dispute which first hit, almost settled the: Your weapon is 3.8, the first punch; is 3.5 or faster, on the first death. Anger less than the first punch. Small problem: Please guess, when I punched and death stakes testing priority, use what weapons? (More than 136 weapons in the years to find) 3. Skills, cohesion and control anger This is the spot to play, because it is 1.5 seconds GCD, we must constantly be cut according to the current rage of peace to judge the progress of high speed, therefore, to develop a simple principles can be very good to improve our performance. There may be many different approaches. My principle is: (reference standard weapon speed) to ensure complete turn every GCD, we have at least 25 angry (3.8 arms) or 30 angry (3.5 or faster weapons). Well, too numerous and specific approach, by many objective factors (personal attributes, weapons, team, etc.), here the omitted forget. (A particular friend with a discussion of sx zs stage approach, I said an extra brave, a result, he said he let his anger is just happy to put to death beheaded extent, simply attend to fight bravely!) 4. Stage to deal with drug War, which opened SX, beheaded three stages is the key. Weapons and warfare is characterized by rapid gains from lower beheaded a bug (critical strike has a chance to appear unimaginable large number, I made a post asking, no one gives a formula for the interpretation of their research is not Best its solution... on when is a good bug (I take to heart this person's advantage is that), beheaded the most vulnerable stage of this bug... of course, may also be a result of intensive playing beheaded illusion... (This Please forgive me for leaving office data stream into the stream of consciousness rigorous, because of this "bug" I was completely puzzled the point, what records can only see what, and marginal notes to the next guess) So my advice is to open down the number of drinking and driving recklessly wild forces in combat medicine, SX stage jewelry open, seemingly useless into beheaded accelerated phase drink syrup to use beheaded bug. 5. Tear up Tear up a detailed way Amio have pointed out, I will not copy, and interested can wow power leveling look through look. His time also affects the tear Priority skills (especially repression), very detailed. For too lazy to turn, and here, give a lazy approach: Do not immediately tear up the last dive, hit by a natural priority skills supplemented. Put a small question for the way: a very strong shadow priests earlier time, it was noted that 3 seconds left in pain when completed, can fwq delay increase dps. Smart weapons, you must have thought of war torn. . . Yes, it can definitely raise the amount of tear injuries (fighting stakes test: level hack + tear to see the proportion of injuries). We directly apply the good or bad? |
| 2010-07-07 |

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