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1. PVE dual wielding: hit 601, precision hands: hit 961, precision 781.
2. Look at melee hits, Lingfeng, burst, ice touch, pull people, strangle, interrupt and other algorithms, and other arithmetic skills such as "xx strike".
3. Gems: PVE if you plug in the color 20 power 20 hits, don't press the color 40 power, the hit is full and it will be lowered by reforging, do you still expect to insert 20 power and 30 stamina? In the case of PVP, the blue interpolation wears a gem.
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Melee hits. PVP does not need to be up to 8%. Because the enemies are all level 85, it is good to meet 5% of the special attacks and not miss, and the accuracy is only 20.
Blue Plug [Etched Demon Eye] 20 Strength 20 Hits.
For a Frost Rider, the two-handed Frost Rider's stat orientation is: 8% Accuracy > 26 Accuracy > Strength > Haste > Critical Hit = Mastery; The Dual Wielding Frost Death Rider's stat priority level is Strength > 8%, Accuracy > 26, Precision >, Haste >= Mastery> 27% Accuracy > Critical Hit.
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Of course, it's a melee.,Accuracy seems to be 26.,Skills, it's supposed to be physical damage.,Blue stone, choose haste and mastery.。
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Standard: Blood DK, Hit 263. If it's low, try to pile it up; If it's high, it's wasted.
dk, 289, if it's low, it's not good; If it is high, it will reduce income.
dk, 289, the low one is not good, and the high one is wasted counting jujube plums.
Accuracy: 26 (172 grades), high waste, low grade, try to be full.
There are no AP requirements, and the above requirements are met. Work hard to build up your strength.
Critical strike velocity is not required.
All device holes are calculated as follows:
Let's start with the single-hole reward, a slot of equipment. Awarded 4 points, 2 slots 6, 3 slots 8.
In addition to the helmet, the single-slot reward is 8.
If stamina is awarded, multiply it.
The so-called single-hole reward is the reward that "non-ruby" can provide. For example, if a potato is equipped with 1 Huangyan Ridge Cave and rewards 4 strength, then the reward for a single hole is 4. A piece of equipment with 2 yellow holes rewards 6 strength, and a single hole rewards 3. It's the same with Yellow + Blue Hole, which rewards 3.
Ignore the non-ability attributes of the reward.
Colorful: 21 agility, 3% critical hits.
Red Hole: 20 powers.
Yellow Sky: After 20 hits enchanted by your glove, if the hit is not up to standard, select Strength + Hit.
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You really didn't have any equipment. Those 6 points are given to you by talent. If you change the evil, it is 0 accurate.
The output of the public CD is basically full, and the effect of precision is the same as that of hitting. If you are dissatisfied with the hit, you will hit miss, and if you are dissatisfied with accuracy, you will hit dodgeIt's not"Dodge"Don't listen to people's nonsense.
The first choice should be to use precision gear, such as T10 pants, such as accessories. Second, choose enchantments and gems.
However, there are some enchantments that are not cost-effective, such as gloves, which can be 15 strength, 15 precision, or 20 hits. And the same gem can add 20 strength, 20 accuracy, and 20 hits.
Gems are also not cost-effective, because of various dkThe gains in strength are high. For example, if you swap 100 Precision Pants for 100 Critical Pants, you will exchange 100 Critical Pants for 100 Precision.
With gemstones, because of the color, you can only trade strength for precision, which is not cost-effective.
So choose to pair it with some accurate equipment. If you can't start for the time being, you can also not force it.
Because you're 0 accurate now. Strength is better than precision. It's okay if you're under 26.
If you reach 25 accuracy and are 10 levels short, you can use enchanted gems to adjust it to 26If it's too bad, don't force it.
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Precision stat for melee is to reduce the chance of your attack being blocked by the enemy's dodge, parry, and block, so as to ensure that every attack you should have hit is not dodged by the boss.
26 points of precision, which can ensure that your attacks behind the boss are not dodged (there will be no parry behind the boss, the boss will only parry and dodge).
If the equipment is not accurate, it will insert gems, and the enchantment can also consider fm such as F wrist 15 accuracy.
Keep an eye out for t8 9 10 in each melee class with a piece of precision gear. But don't force it, it's not accurate enough, and it's not bad to make up for it with gems.
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You can consider buying the jewelry of 10HTOC Lao 3 and the axe of 10ICC Lao 4 or the two-handed hammer of the ice dragon, which greatly improves the accuracy.
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Conversion Level 80, Accuracy Level = 1% Physical Accuracy Level 80, Precision Level = 1 Precision.
Facing the skeleton-level boss accurately (the actual level is 3 levels higher than the player), the exporter needs 26 precision points to avoid the attack being dodged; The tank needs 60 precision (note that it is not an accuracy level) to squeeze the boss's parry out of the "table" (i.e. avoid being parried by attacks).
Monsters can only parry attacks from the front, and the exporter is usually within 180 degrees of the monster's back, so it is usually possible to avoid having to think about the attack being parried.
Hit against a skeleton boss (3 levels higher than the player):
Physical Skill Attacks (i.e., Yellow Attacks, which correspond to normal attacks in white) require 9% (290) of hits to reach the upper limit.
Normal attacks that are not dual-wielding** require 9% of their hits to reach the cap.
Normal attacks with dual wielding ** require 28% of hits to reach the cap.
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DK needs to add power, cast and then add air to equipment, and add power gems to more than 20 more power than other DK.
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Standard: Blood DK, Hit 263. Try to pile up as much as possible if it is low, and waste it if it is high.
Ice dk, 289, low is not good, high income is reduced.
Evil dk, 289, low is bad, high is wasteful.
Precision: 26 (172 levels), high waste, a little lower is OK, try to be full.
AP has no requirements to meet the above as much as possible to pile up the force.
There is no requirement for Critical Haste.
All equipment holes are counted as follows:
Let's talk about the single-hole reward first, the equipment of one slot, the reward is 4 attributes, 2 slots are 6, and 3 slots are 8
The exception to this is the helmet, where the single slot reward is 8
If stamina is awarded, multiply it.
The so-called single-hole reward is one"Non-red gemstones"Rewards that can be offered. For example, a piece of equipment with 1 yellow hole rewards 4 strength, then a single hole rewards 4A piece of 2 yellow hole equipment rewards 6 strength, and a single hole reward is 3The same goes for yellow + blue holes, with a reward of 3
Ignore non-strength attributes.
Colorful: 21 agility, 3% critical damage.
Red holes: 20 power.
Yellow Hole: Enchantment grip in your glove.
After 20 hits, if the hit is not up to standard, choose Strength + Hit.
After hitting the target, look at the single-hole reward.
When a single hole rewards 4 strength or less (explosions and the like) (usually a yellow hole), ignore the bonus Insert Power.
When a single hole rewards 6 strength (through the hole skin fight is often 2 hole equipment, one red and one yellow), the yellow hole selects strength + burst (blood), strength + haste (ice evil).Full power can also be inserted.
When a single hole rewards 8 Strength (it can only be red, red, and yellow three-hole equipment), you must choose Strength + Burst Haste.
Blue holes: theoretically the same as yellow holes. But be aware of the following:
When there is one blue hole in the whole body, insert 10 all attributes into the blue hole.
When there are more than 2 blue holes in the body. One rewards 6 strength, the other rewards 4 strength, please insert all attributes in the 6 power place, 4 power insert 20 power do not reward.
When there are more than 2 blue holes in the body, 2 rewards 6 strength, and the other 4 strength, insert a full attribute, a 10 strength and 15 resistance, and replace the helmet gem with 21 bursts. 4 power slots to ignore.
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To output blood DK, there are two first conditions: 1. Hit 263, 2. Accuracy 26.
After satisfying these 2 conditions, consider whether you can meet the full break or the half break.
Of course, full destruction is the highest goal of blood dk, and blood dk can only be achieved when the gs pile reaches about 5900, (the full break of blood dk is different from that of hunters, and full destruction requires the armor breaking level to reach 1400, but blood dk has a talent, which can ignore 10% of the enemy's armor, so, the most sought full armor of blood dk is 1260, and the panel display is 90%) When your armor piercing pile reaches 1200+, the damage is already very objective. It is recommended that at this time the jack be piled with 20 armor-piercing stones, in addition to meeting the colorful requirements on the helmet.
Half-broken this is relatively low-end,GS5000 or so should be able to achieve,At this time, the recommended jewelry is a soft broken thing,Such as Thor,For example, the nail shell scorpion (this is more rubbish,But it's better than nothing),At this time, use the value of the full break 1260 to reduce the value of the soft break,For example, the nail shell scorpion is 678 points to break the armor,There are 582 points left,At this time, use the stone to pile your hard break to 582 points,The remaining jacks do not hesitate to insert 20 power stones, Then pray that the chance of triggering your trinket can greatly exceed the built-in CD set by Blizzard, and go out and fight monsters to try ......
Finally, I would like to add,The output value of the full broken blood dk will not be much lower than that of other 2 series dks.,But the output value of the half-broken blood dk is called a disgusting.,It's recommended that when you don't have an equipment base.,Don't make blood dk.,It's too ugly.。
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t?dps?Look at what you said about armor-piercing power or something, it should be dps, right?
I'm a dk from CTM. I think the basic attribute must be the priority of strength, on the basis of maintaining strength, heap hits, It seems that the hit is about 400? I don't remember the exact number, but after the hit arrived.
I'd suggest a bit of crit.
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Blood DK to be armor-piercing, the same as warriors. The accuracy is around 28 and the hit is above 180. We have a blood dk rotten intestine dps12000 under the 5% buff.
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Friend, first of all, it depends on what talent you want.
In the case of Evil Ice, on the premise of hitting and accuracy standards, strength is the first attribute.
In the case of ice infection, on the premise of hitting and accuracy, armor piercing is the first attribute.
Hit 260-280 and accuracy 26.
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The Blood DK needs to be fully broken to play DPS
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The higher the strength, the better, with 1400 armor piercing and 8% hitting
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Accuracy 26 hits more than 300 strength 2000 rear pile armor breaking, about 50%.
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That's not how it counts. Keeping hits and accurate passes is just to make your DPS more stable. If you don't hit accurately enough, maybe, in a certain boss battle, all your attacks will basically hit, which will hit a high DPS, but maybe in the next boss battle you will find that your DPS has dropped a lot.
This is due to the fact that there is a great chance of missing your attack.
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Hit and accurate as long as the standard is up to standard... But hits affect white word damage, theoretically unlimited... Accurate 26 is enough.
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If 260 26 is 5000 seconds, 130 13 will be anywhere from 0 to 5000.
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It's not so directly related, it's just a chance to miss, and the face is black and there are a few more misses.
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