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There is a balance system in the game PK field that is used to balance the attack power.
I guess what you're talking about is the maximum amount of damage in the air, if the opponent is floating in the air and you have a lot of consecutive hits, then the system will force your opponent to become invincible and return to the ground, the solution is to take a few hits, one up, a few ups, don't be greedy.
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To put it simply, it is a state where you can't keep up with the combo.
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Breaking protection refers to a special effect when the combo is fast out of the air to protect, such as an electric shock state, at this time, the opponent's original protection damage will be recalculated, protection refers to the time when the opponent receives a certain amount of damage when the air combo is made, it will quickly land.
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Continue to attack after the protection Hit the protection damage a lot, for example, the ammunition ice mine freezes the person after sweeping the ground, and the attack is coming again and again, and the mine is combined with the freeze and stun to easily break the protection,
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There is a balance system in the game PK field.
It's used to balance attack power.
I guess you're talking about levitation damage maximum.
If your opponent is floating in the air, you have a lot of consecutive hits.
The system will then force your opponent to become invincible and return to the ground.
Pick up a few in a row.
Pick up a few in a row.
Don't be greedy.
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Out of the protection is the time of PK
Reach a certain amount of HP in combos
The attacked person will fall rapidly
Destroy the combo, so as not to overtake the opponent without giving the opponent a chance in one combo, you can just look at it in the PK field
That's what protection means
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There are two types of protection.
One is float protection.
One is to fall to the ground for protection.
Although there are two of them, two can coexist.
Generally, the cumulative damage of the float protection is high.
will reduce the floating height.
Or just drop it.
Or if a skill is used too many times, it will also cause the floating height to decrease, and the fall protection is after the cumulative damage is too high.
There is a short invincibility of time.
Attacks are ineffective during this time.
Generally, it is the person who has fallen to the ground who stands up directly.
And there is a state of invincibility for a short period of time.
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Prevents you from having a high-damage mechanic that kills others in seconds.
It is manifested in the acceleration of falling or getting up directly when out of protection.
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PK damage protection can be divided into two broad categories, floating and falling to the ground. They can be further divided into: the premise of activating protection, the damage value of activating protection, and the limit protection value. Ground protection can also be subdivided into pure ground protection and secondary floating protection, and the situation will be different in the two system periods.
For damage protection to be activated, the damage of protection must be calculated in two different situations: after the attacked party is floated in the air and after falling to the ground. After levitating, taking about 6000 damage, PK protection will be activated. As the damage increases, the landing speed at which protection is activated increases.
If the damage taken before landing exceeds the damage value of PK protection by 1000 or more, there will be no direct protection after landing. At this point, the protection gets up and goes to the maximum protection value. Downfall Protection's pure Ground Protection, which activates protection damage of 4000-5000, and in the case of non-mandatory skills, it is forced to get up when this damage value is reached.
If the damage of the Mandatory Skill exceeds the Activation Protection Damage by 1000 or more, the Protect Up will be transferred to the Maximum Protection Value. The reason why the special secondary floating protection is classified as fall protection is because its protection damage and activation of forced getting up are calculated and judged according to the fall protection value.
After landing in the air once, touching the ground and not getting up, use the skill to make it float again, which is called secondary floating. When the secondary levitation reaches the protection damage, the landing speed of the protection activation increases, and the time to get up and protect at half body height is about seconds, which is a variable, which is inversely proportional to the previous damage. After landing, it is a half-squatting half-up position, and the time to be unattacked is about seconds, which is quantitative, and has nothing to do with damage.
There are also special points in the secondary floating, that is, the secondary float that is not pure to the ground and the secondary float that is purely close to the ground. The former is protected by less than 3000 damage after being floated once and is not absolutely attached to the ground, and is protected by a second levitation as a float. The latter is different in that it is calculated and embodied according to the rule of complete quadratic floating.
Therefore, the former can only be regarded as half a secondary float at most. Maximum protection value. This value is very large and cannot be determined by an exact value.
Because the strength and nature of DF's professional skills can directly lead to its changes. Such as forced down-and-fall chase skills, eye charge, instant damage output, etc.
The author can only shoot with small damage points of non-mandatory skills, and roughly conclude that in a normal state, this value is between 10,000 and 12,000. However, this is only a relative value for the system, not an absolute value for the attacked party. It's a different concept.
There are also some special cases of protection. For example, there are two types of protection calculations that need to be mentioned. One is breathlessness (vertigo), and the other is freezing.
If you are in a state of being out of breath when you are down, the damage will not be cleared until the state of breath is lifted, and at this time, you will use the levitation technique to calculate it as a secondary levitation. If you are frozen in the fallen state, before the frozen state is lifted, the damage will not be cleared, and you will use the fire attribute ** or other methods to break the ice with the levitation technique, which is not considered to be lifted normally, and it is also calculated as a secondary levitation.
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When the damage you hit or you are hit in the air accumulates to a certain extent, the gravity of the injured person will increase and fall in the air.
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dnf out of protective meaning;
1.The protection value of the levitation (before it has been purely grounded) is 30% HP (about 6000 7000 HP), and it will be very fast if it exceeds the landingThe protection value of pure sticking to the ground (after being pure sticking to the ground, regardless of whether it is floating after pure sticking to the ground) is 20 HP, and if it is exceeded, it will be invincible and get up immediately 3
If there is a way to use some mandatory skills when approaching the floating protection value, such as roaming random shooting and the like, so that others can take more than 30 damage, it's okay, but the maximum damage value is 50 blood (that is, the limit protection value), after that skill (such as random shooting) is used up, the opponent quickly lands and enters the sweeping stage 4In the same way, if there is a way to use some mandatory skills when approaching the pure protection value of the ground, such as roaming bbq and the like, so that others can take more than 20 damage, it's okay, but with the damage of the previous combo, the maximum damage value is 50 HP (that is, the limit protection value), and after using up BBQ, the opponent will be invincible immediately.
So any combo that reaches the maximum damage protection will be protected. I don't know if LZ understands.
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After hitting the sky to a certain extent, it can't be connected, and the people in the sky are forced to fall.
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It's that the damage in the air is too high when PK, and it will be invincible and fall directly to the ground and be invincible within seconds after getting up.
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When you hit the opponent many times in a row, you will not fall to the ground, and after landing, you will stand!
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PK is hit too much damage, and the protection is: levitation accelerates the speed of falling to the ground.
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It's just that you don't have to hit again in the end, and if the damage is too high, it will be protected.
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