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There shouldn't be much difference.
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Damage is the amount of HP that actually knocks out the opponent, and attack is the data on the panel.
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Armor penetration ignores armor and damage damage. For example, if your attack is 10, your opponent's defense is also 10Then if you hit him, he will also lose blood.
But your attack is 0, penetration is 10, and his defense is 10, although you hit him is equivalent to his 0 defense, but you have no attack power, and you don't lose blood when you hit him. So in the early stage, when your attack does not reach a certain value and the opponent's defense is not stacked to a certain thickness, the attack power is greater than the penetration effect, and in the later stage, the opponent's defense is piled up, and you also have a certain attack power, then the penetration is better than the attack power. This is also the reason why essences are all red attack power, and essence is also attack power, ensuring that the early advantage is maximized.
And when you can't beat the other party in the later stage, it's time to go out and whisper with an armor-piercing bow. (That's why you whisper without being the first to equip)
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I don't know which game you're talking about, but in a broad sense.
Attack power is the value of the panel.,Attack power to subtract the opponent's defense value.,Armor value or vulnerable buff and other series of calculations.,The last damage to the enemy is damage.,Damage is a result.,The specific performance is how much blood is deducted.。
The meaning of these words will be slightly different depending on the game, depending on the situation.
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As a qualified t, adequate HP is a must, and it goes without saying that the blue slot 15 is resistant. As far as the current version goes, three of them don't really matter much. A simple PVE warrior T is fine as long as you have full HP and the buff breaks through 2W.
Because there is no pure problem of reclamation in the current version, even if it is the SW reclamation team, the only test for T is to be fat. I'm the warrior master, and I don't have to pile up too much stamina when the team is strong. I agree with what the 5th floor said.
As long as the stamina and three-dimensional are not too bad, the current version is still better than the maximum hatred. After all, as a t
It's a shame to let the powerful DPS behind you OT. Of course, the initial gem enchantment is based on three-dimensional endurance. But it doesn't have to be like this when the equipment is up in the later stage, I changed to a critical gem and enchantment to increase my hatred. It's like what was said upstairs.
Offa. Destroy the SS
Egg knife thief. The output of these DPS classes is not covered. The slightest distraction can lead to OT. Personally, the feeling of strength does not do much for a warrior.
It's still a crit and a face. Regardless of output and defense. So as for gems, I still tend to use critical hits to increase aggro.
Although the strength increases the three-dimensional attributes. But the equipment in the later stage is enough to maintain three-dimensional stability. So you can ignore that bit of power.
As for enchantments. It's based on your own equipment.
What is less makes up for what is made. If you meet all of them, keep the hatred to the maximum. Strength.
Critical hits. Both. But one thing to say.
My head enchantment is the head FM of the 60's Zur Grab, which many people ignore now. Stamina +10, Defense +7, Shield Block +15
This stat is definitely more than any TBC enchantment. Of course, the new number after TBC has a prestige problem. As long as you are friendly, you can go for it. If available. Fight a few monsters and you'll be there. It's also very easy.