What is the protection in the dueling arena after the DNF revision

Updated on Game 2024-05-08
4 answers
  1. Anonymous users2024-02-09

    PK protection is a complex system, that is, to protect players from being infinitely connected (here to criticize TX,,, introduced the game, but did not publish such important data, and frankly said in the promotion**"Infinite combos"...Hey) here is a brief explanation (it doesn't matter if you don't understand it, just know that there is this system)....There are two main aspects of PK protection:

    1.Upper rank protection is also called floating protection or one-time floating protection: that is, when the opponent is knocked out of about 30% of his blood (about 6000) in the air, his weight will increase, and the higher the damage, the heavier his weight.

    and ignores all levitation skills. But it's important to note that the descent is not invincible.

    2.The lower level protection is also called ground protection: ground protection can be subdivided into pure ground protection and secondary floating protection.

    Pure Ground Protection means that when the target is attacked by a skill that can attack the lower rank, the attacker will instantly get up when they receive about 30% HP.

    Secondary levitation protection refers to the fact that after being hit by the levitation skill in the fall, don't think that after the opponent falls to the ground, I will count him as levitation protection, and the secondary levitation belongs to the fall protection. There are two states.

    1.While in the floating state, when the protection value is reached (Fall damage plus secondary levitation damage, still about 30%), the weight increases, and it is invincible when close to the ground. After landing, it is in a half-crouch state, and at this time it has an invincibility decision, and the invincibility time gf version seems to be about seconds.

    Unless the attacking side can be strong in the air, the combo is ruthless enough. Otherwise, it would be difficult to achieve such a situation).

    2.In the fallen state, in order to distinguish the first state, this can be ignored, as if it were purely close to the ground.

    There is also a special case. The opponent is floating very high, there will be two touchdowns, that is, falling down and being bounced) The second touch is considered to be a falling state, and the first time it touches the ground and is attacked in the air, it belongs to a floating protection.

    It is said that there is a protection limit, and about 120,000 ,,, is hit with 50% blood and squatted directly on the ground once it floats. I didn't get a certificate, so I simply brought it over.

    PS: PK protection deserves every player's in-depth study, and any class can ignore PK protection.

  2. Anonymous users2024-02-08

    Hello, DNF advisory group sincerely answers for you When you hit more than 30% of the opponent's HP at one time, protection will appear. When protection appears, the opponent will get up directly and be able to run away. And there is a 1 second of invincibility time (usually someone wants to connect after the opponent is protected, but the result is that the 1 second of invincibility is counterconnected, but this is also the key to the pseudo-company).

    First of all, you need to know that there are two types of combos.

    One is to try to use low-damage or non-strengthened **, or choose to use low-level levitation, continuous skills to fight, and drag to the next ultimate CD to put. (The basic of the gorgeous flow, but, for those with high miss equipment, the combo is often interrupted).

    The other is to use high strengthening ****, high damage skills to play protection, and then calculate the cd to use grabbing or high hard stun skills to attack within a certain distance, when the opponent's invincibility time has passed, it is connected by a new round of attacks, causing the illusion that the combo has not been interrupted. Collectively referred to as pseudo-lian. (Lifa is an expert in this).

    Okay, that's all, type so many words, these 5 points don't injustice me.

  3. Anonymous users2024-02-07

    If the damage of a one-time combo is too high, it will prevent you from continuing to connect, quickly landing in the air, getting up quickly on the ground, and getting up has about a second of invincibility, (to prevent you from pressing up) the standing force will not be protected, so there are many people who are optimistic about the flat push stream.

  4. Anonymous users2024-02-06

    It's that your damage is too high,,, otherwise you can kill others with one move.

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