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ow) Tear open wounds: This attribute allows monsters to bleed and lose health.
The damage of each frame depends on the character level (clvl stands for character level).
clvl = 1 - 15: (9 * clvl + 31 ) / 256
clvl = 16 - 30: (18 * clvl - 104 ) / 256
clvl = 31 - 45: (27 * clvl - 374 ) / 256
clvl = 46-60: (36 * clvl - 779 ) / 256
clvl = 61-99: (45 * clvl - 1319 ) / 256
The DPS is calculated by multiplying by 25:
clvl = 1-15 : 25 * 9 * clvl + 31 ) / 256
clvl = 16-30 : 25 * 18 * clvl - 104 ) / 256
clvl = 31-45 : 25 * 27 * clvl - 374 ) / 256
clvl = 46-60 : 25 * 36 * clvl - 779 ) / 256
clvl = 61-99 : 25 * 45 * clvl - 1319 ) / 256
Damage is divided by 2 against bosses and Champion monsters.
For example, if your level is 50, after tearing a monster's wound (you no longer attack it), its health is reduced (for 8 seconds), 25*(50*36-779), 256=100
cb) crushing blows:
This attribute reduces the monster's existing health by a percentage.
Melee: 25% against normal monsters
Against hostile players: 10%.
Mercenaries against hostile players: 10%.
Against boss-level monsters :
When ranged: The effect is 1 2 in melee
In addition, it is effective against CB.
CS&ds: Critical Strike CS and Deadly Strike DS both deal double damage.
The two attributes cannot be directly superimposed The specific calculation is:
cs + ds * 1 - cs )
For example, if you equip a level 95 Amazon with the Army and the Flesh Eater Knight, the ds provided by these two pieces = 50%.
Yama's own CS skill provides CS=70%, so your chance of dealing double damage in the end is:
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Convert to a percentage that is added to the attack.
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Spell Attack Damage = (The damage provided by the final skill level of the skill without a bonus skill) * (1 + the damage bonus provided by the direct bonus skill) * (1 + the percentage damage bonus provided by the indirect bonus skill + the percentage damage bonus provided by the equipment + the damage bonus provided by the aura skill).
Skill tree
The skill tree is somewhat similar to the tech tree in StarCraft, where you must get higher-level skills in order. The premise is simple, you must have enough level and get the corresponding skill points. Each skill has certain requirements for the level of the character, and the more advanced the skill, the higher the level of the character.
On top of that, some skills require the character to master before they can be used.
Only when the character level reaches LV 30 will all skills be activated. Each character has three skill trees, for a total of thirty skills. Characters can earn 1 skill point for each level up, and sometimes skill points can also be obtained for completing quests in the story and in some special temples.
Similar to the first generation, equipping certain ** equipment can also increase the skill level. Complete all missions at max level, totaling 110 points.
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1. Fixed damage of skill levels, including equipment.
2. Damage bonus of synergy skills.
3. The equipment has a percentage increase in the damage attribute of the series of commissions on the skill itself (such as the damage increase of the dimensional to the ice skill, the thorn to the poison skill, the dark gold bead to the damage increase of each system, etc.), which is effective for all the skills of the system.
4. The increase in xx points and xx damage attached to the equipment will not have an effect on the magic skills, but can only increase the damage of physical attacks.
5. Physical attacks can be increased by attaching all damage.
6. The final damage also needs to calculate the changes in the resistance of certain auras, curses and other skills to monsters (for example, an ice skill with 100 damage, 100 points of monster damage with 0 resistance, 50 points of monster damage with 50% resistance, and 200 points of monster damage against ice resistance -100, and other damage is similar).
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Go to the Internet and search the archive of the bug amulet, and there is one that adds the upper limit of all resistances (including magic resistance) 200, plus all resistances 200, which is enough everywhere.
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1. Spell attack damage = (the damage provided by the final skill level of the skill without a bonus skill) * (1 + the damage bonus provided by the direct bonus skill) * (1 + the percentage damage bonus provided by the indirect bonus skill + the percentage damage bonus provided by the equipment + the damage bonus provided by the aura skill to slow down the lead blindness).
2. The final damage must not exceed 2 times the base damage +% and +x absorbed by the comparison stimulus: +% is roughly equivalent to 2 times the res. +xx: Each point increases HP and decreases damage at the same time, and the value is the size of xx.
3. Total damage spramble (character level 9 40) 256 25 4, duration 4s. Knock Down: Knocks monsters away.
Monsters that are knocked back take longer to recover from the blow than when they are attacked by a normal attack. Knockback (KB) Chance Item KB Chance Monster Weighted.
4. In addition, there are 6 types of damage in Dark: Fire, Ice, Electricity, Poison, Magic, and Physical (Entity). Although there are only 4 resistances in the character status bar, each damage type has its own resistance.
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For example, if you slash an enemy. After calculating the various equipment on your body, it is found that your attack damage is 100 physical damage, plus 50 lightning damage.
The same damage has a completely different effect on different enemies (damage taken by the enemy), e.g. the enemy is 50% physical immunity and 50% electrical resistance
The block rate is 50%.Based on your attack accuracy and the enemy's defense, the final hit rate of the attack is 50%.
The result is that the enemy will take 25 lightning damage (50 lightning damage and 50% enemy resistance), which means at least 25 health.
Then you have a 50% chance of hitting the monster, and the monster has another 50% chance to block your attack. So you have a 1 4 chance of giving the enemy 50 physical damage (100 physical damage, and enemy physical immunity is 50%)
To sum up: the player has 1 4 chances to make the enemy take 50 physical damage + 25 lightning damage, which is to make the monster drop 75 health.
The player's other 3 4 chances are to cause the enemy to take 25 lightning damage, which is to make the monster drop 25 health.
You stunned me.
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<> What is Diablo 2 Deadly Attack for? Diablo 2 has a lot of **effects.,The damage caused by different ** effects is also different from Dou Sakura.,What is the effect of Critical Strike?,What's the use? Let me answer the question.
Deadly Strike, DS. This attribute deals double blows. A yellow flash appears on the monster's body, and the damage is calculated before the damage is forgiven.
That is, the total damage is multiplied by 2, and then the physical immunity factor is deducted. This reward will be applied to other rewards, such as Critical Strike, CS, and Qi Pinhe, but it is not a simple stack.
If you have 33% Deadly Strike and 68% Critical Strike, then your probability of dealing a double hit is: cs ( ds 100 ) 100 - cs )=68% (33 100) 32%=.
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Diablo 2 As long as there is a certain correct equipment matching, almost all classes can try to experience the physical gameplay, and some bosses with specific difficulties in the later stage will be relatively easy to challenge with physical gameplay. The biggest difference between physical gameplay and French gameplay is that the requirements for equipment attributes are not very different, and the main output ability of most legal classes is determined by the relevant skill level, and some attributes that can proportionally increase the corresponding legal damage and reduce the resistance of the corresponding monster also have an increase in the overall output. In addition to a relatively small number of basic output skills, it is particularly important to enhance additional stats and a variety of related attributes provided by equipment that can increase physical output.
There are many attributes that determine the actual output ability of physical gameplay, in addition to the necessary physical damage, attack speed, attributes and physical hit rate (determined by equipment, skills and aura, etc.), several passive attributes in the equipment can also indirectly improve the physical output, but different gameplay and different challenge scenarios do not focus on this type of attribute exactly the same. The following is a brief introduction to some of the externally endowed states and equipment-specific attributes that can improve physical output.
(1) Reiki.
Strength Aura: Increases physical damage, which can be provided by the Nightmare Difficulty Act 2 Mercenary (Offensive Type), and can also be granted by Runeword** "The Last Hope".
Blessed Aim Aura: Increases the accuracy of physical attacks, which can be provided by the Mercenaries of Act 2 (Offense) on Normal difficulty.
Focus Aura: Increases physical damage, which can be given by Rune Language** "Pride", which is commonly used by mercenaries in Act 2 or "Iron Stone Demon".
Aura: Increases physical damage, physical attack accuracy, and attack speed, and can be given by the Rune Words "Beast" and "Confidence", the former is held by characters (such as pure necromancer and some melee bear play), and the latter can also be used as a first-act mercenary in addition to character equipment**.
Holy Fire Aura, Holy Spirit Frozen Aura, and Holy Impact Aura: Inflict Fire, Cold, and Lightning damage with the physical output of the corresponding Aura character, such as the "Twin Dreams" gameplay that some players have heard of, although these are not physical damage, these Aura attacks can only have an effect on the physical output. Similarly, the increased xx (cold, lightning, fire, toxin) damage of the amulet in the equipment or backpack can only be attached to the physical output, and the magic damage output skill is invalid.
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Fire, ice, and lightning are all elemental attacks, and the equipment is divided into white, blue, **, dark gold, green, orange, and of course, the other is the equipment made of the most powerful rune language, which can be seen from the color of the equipment name.
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Elemental attacks should be different from normal attacks, his attacks may have some magical effects or the like, while normal attacks are normal attacks without any additional effects.
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Elemental attacks are magic damage and have specific statuses, fire with burns, water with frostbite, and wind with bleeding are all very powerful.
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That's minus 1 point.
There are 6 types of damage, Physical, Ice, Electric, Fire, Poison, and Magic.
For physical attacks, 1. It can increase defense and reduce enemy hits.
2. Equip a high-grade shield, increase agility, increase the chance of blocking, and resist the enemy's attacks that could have been hit.
3. The "damage reduction xx" and "damage reduction xx" on the equipment can reduce the damage caused by physical attacks, which is also the so-called physical immunity (both for physical attacks). Let's say "damage reduction by 10": then 1000 points of damage will reduce damage by 100 points.
Damage reduction by 10" 1000 points will only reduce it by 10 points.
Elemental attacks against ice, electricity, fire, and poison.
1. Increase resistance.
2. The "Spell Damage Reduction XX" on the equipment, the same as above (no "Spell Damage Reduction XX") Assumes that "Spell Damage Reduction is 10", then 1000 points can only be reduced by 10 points.
3. Attributes such as fire absorption, cold absorption, lightning absorption, and poison absorption on equipment, such as the cold absorption of Raven's Frost 20, assuming that the cold spell was supposed to cause 1000 points of damage, 20 of which can be used to replenish blood, and the actual damage is only 600, so xx absorption is equivalent to double the resistance.
For magic attack damage.
Magic resistance cannot be changed, only the equipment has "magic damage reduction xx", the same element, assuming "magic damage reduction by 10", 1000 points can only reduce 10 points. So this has also contributed to the current popularity of magic damage in PK rooms, as magic resistance is the least difficult to resist. The main skills for magic damage are the necromancer's bone system and the paladin's hammer of blessing.
It's not a setup, it's meant to be in a particular map. It's like after ACT2 takes the task of the clawed belly snake, the surroundings will automatically turn black, which is the setting of the task. The effect is still good, if you don't like it, use maphack, press the * of the numeric keypad, and it will automatically brighten.
Nataya's Replyp:
natalya's mark >>>More
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You're a novice, right?,That** is a dog head.,His Q can stack damage infinitely.,Like you said.,He's probably brushed for a few hours.,His Q has thousands of damage.,Two cold ice, I don't know how to evaluate it.,But if it's an ADC.,It should be an attack speed outfit.,As for the pure attack outfit.,This is different for different heroes.,So if you really want to pursue pure attack.,Just attack all the outfits.。