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Power Crit, of course.
Knight 1 strength = 2AP So AP doesn't need to be considered, because 1 strength is exactly the same as the equipment level occupied by 2AP, and the strength is also subject to the bonus of his own talent and the king, AP does not.
The knight's agility adds physical critical hits, and the critical hit level not only adds physical critical hits, but also adds magic critical hits. So agility doesn't need to be considered, and you can directly choose the critical hit level.
Therefore, the choice of equipment is power crit. But you don't have to deliberately choose, after all, there are only so many high-end equipment. The properties are also relatively comprehensive.
In addition, the hit also needs to be stacked a little more than 150, so that basically the boss of 73 can maintain close to 100% physical hit and high spell hit. The player hit level could be a little lower.
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If you choose from the alternatives you offer, that's power.
Strength" = AP Therefore, AP is directly expelled.
Critical Hit = Agility The armor and dodge that agility brings are basically negligible, so agility is out.
Finally, do you want attack power or skill to play your talent?
Attack power, civilian. Therefore, it is power.
Hope it helps.
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1 power is about equal to about 2AP, and CJ has to rely on explosion, and defense has a talent bonus power, so choose strength and explosion.
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PK, Storm AP, provided that the AP has a certain level.
And 1 strength = 2 ap, so power "ap".
And 1 agility < 1 critical strike level, so the critical hit level is agile.
To sum up, when your AP reaches a certain level, generally speaking, it is above 1700, and the Violent Min Power AP
When your AP is insufficient, the power AP > the violent Min.
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1 Violence, 2 Force, 3 Min, 4AP
Because the current outbreak and survival of QS are related to the storm, many things are to be triggered by critical hits, such as revenge, the art of war, back to blue, etc., and the physical storm and the legal storm are unified, you think about what kind of concept this is, the explosion is high, not only the enhancement of explosive power.
Force can be converted to AP But there are other bonuses to force It's better than adding AP directly Because Min can also be changed to violence and add dodge But it seems that there are few pieces that QS can wear with plus Min So you still depend on the equipment.
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The punishment should be good to break out, and the violence should be piled up under the premise of sufficient force, and if FM does not directly F crit, F agility.
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CJQS also has fighters, and 1 point of strength is 2 points of AP
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1 power 2AP
Strength is currently the best attribute of the Retributive Rider.
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Knight: Basic attribute.
1 stamina = 10 health.
1 Strength = 2 Attack Strength; Increases parry level (equivalent to 25% of Strength) * 1 agility = 2 armor, while increasing lethality and dodge chance (see below) * Intelligence increases by 1% Spell Critical Hit.
Spirit: Restore health equivalent to (Spirit 2+6) every 2 seconds when not in combat* 14, increase Attack Strength by 1 DPS Attack Strength also affects the damage accuracy and accuracy of various spell skills.
Level 60, Accuracy Level = 1 Precision.
Level 70, Accuracy Level = 1 Precision.
1 precision = reduces the chance of your attacks being parried and dodged (i.e. 4 precision is reduced by 1%) * 60 level, 10 hit level = 1% physical accuracy rate.
Level 70, Hit Level = 1% Physical Hit Rate.
Critical Strike Level. Level 60, 20 agility increases lethality by 1%.
Level 70, Agility increases lethality by 1%.
Level 60, 14 Fatality Level: Increases Fatality Rate by 1%.
Level 70, lethality level increases lethality by 1%.
The conversion of the lethal level of a spell is the same as the physical lethal level, and the conversion of intelligence to a critical hit is: intelligence = 1% critical hit of a spell.
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Of course, it's strength, strength also adds magic damage, your skills have magic damage bonuses, and your ** also needs magic damage. And the strength is added to the flat slash damage. The hit is a little lower, at least to 120.
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1 Force = 2 Attack Strength.
But if one piece of equipment is 2 power and another piece of equipment has 4 attack strength, you must choose strength, because strength is an attribute, and it has something to do with others.
Well, the skills of punishment are explained, as you can see, the crusade strike and the like are related to the strength of the attack.
Punishment chooses attack intensity to be good, but if it's better strength, heap up power Critical hits to more than 20 are about the same, and it is the strength that determines the output of punishment Attack intensity
Moreover. There's also tenacity, which reduces critical hits
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Yes The Knight of Punishment Ordered Holy Seal Judgment Crusader Strike Holy Storm are all subject to attack and strength. The Punishment Knight stacks up the blast machine.
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A total of 2000 explosive 40% of the current requirements Just work towards this requirement.
Hit FB Darkness Requires 73 Hits Sunwell 97 Hits.
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Don't want you to be the personal opinion of that group, we will keep 1 2 punishments in all the previous activities.
The role of punishment Q in addition to DPS is mainly to return to blue.,It's estimated that the kind of 10-person copy doesn't want anything to return to blue.。
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If you look at WMO, you can see that the highest melee DPS is still DZ, and then ZS. Punishment q = =!
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How long do you play WOW? Does Dark Shepherd know?? Did 5 people want it?? Don't you want 25 people?? Don't die donkey ball hitting the wall. Yesterday's group of zam4 boxes also had punishment 7.
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Prayer is definitely better, and the strengthening of strength is considered on the basis of certain equipment, and when used as a leveling talent, the effect is not so obvious. When leveling up, how can you not drink water frequently is where the efficiency lies, so it is better not to add it to strengthen the strength of the forest. Wait until the full level has a certain equipment base.,If it's a support class with FB output.,The strength still has to be added.,But if it's for PK.,It's still a bit of a waste of 5 talent points.。
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It's all right.,There's not much difference between hanging wisdom and hanging power in the early stage.,Generally upgrade fast.,Deliver tasks or something + strength.,It's good to bully in the later stage.。
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Pray well, we all know what QS without blue is! And QS blue is very rare, very careless!
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If you upgrade in the early stage, it is recommended to strengthen the strength blessing.,I remember that when I practiced sq, I basically played a cherry oak monster and rested.,When the RP is good, you have to drink water if you can hit 2 monsters.,Try to output a high point.,Kill the most monsters in the least amount of time.,If you're using FQ to upgrade, that's another kind of love to do the situation Prayer is still useful in JJC after the full level It is recommended to wash more talents in the future.,All kinds of talents are played.,The subtle differences are reflected in the big song balance after a long time.。
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The initial strength is better, but when it reaches the top, it's basically rubbish.
Simply put, beautiful, safe and easy to use!
Well......Ignite + Darkburn Sudden Death ......Or find an MS to follow you ...... next time you go out
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