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Of course, it's a Templar Assassin, and no one else has done it as well.
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A lot of long-range DPS can be out.
As long as he is born with skills, he can't use the ball effect.
Hehe, think for yourself, basic, all Agile ranged heroes can be used.
This includes melee heroes and intelligence heroes.
Anyway, it's simple.
DPS can be out of him.
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The main attribute of Annihilation is that it can reduce armor, and as a DPS equipment, it is cheaper than the Cannon Golden Hoop Stick, which is suitable for mid-stage DPS heroes, such as Templar and Shadow Fiend, combined with their own armor reduction skills, can give more damage to opponents.
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Musket Prophet in general good ballistics out of better effect.
Melee combat can actually also come out of the Fishman or something.
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There is no best, only better, the Church, the Hero, the Prophet
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Heroes with high attack output, such as Blackie and Musket, are very useful for coming out of Darkness.
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Shadow Demon, Fishman, etc., heroes who reduce the armor stream can come out, and if the wind is almost possible in the later stage, but pay attention to the disgrace effect is not superimposed, if it is not necessary, there is no need for the team to come out, of course, it still depends on whether the farm is sharp, and the annihilation is the magic ball effect, not superimposed with any magic ball, such as freezing, blood sucking, crippled, demon cutting, etc., choose carefully!
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The Templar is best can be destroyed naked and is recommended first.
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Have you ever heard of "Dryland Cattle with a Gloomy Heart"?
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I'll recommend you a few heroes that are most suitable for the Darkness Annihilation, and the other cost-effective ones can't be worth it.
1.Templar Assassin instantly bursts physical DPS while losing armor
2.Shadow Fiend itself has armor reduction and the same as the Templar, but because it doesn't have the Templar's deceleration, stealth and other escape skills, Shadow Fiend will not consider Shadow Annihilation in his equipment, but his output cost performance is comparable to that of the Templar.
3.Vengeful Soul is also a hero with armor reduction skills.,But the basic equipment requirements for an auxiliary are not high.,Being able to play dark annihilation means that the situation is very favorable.,Usually the first big thing is to support blood or ..In the same way, his Darkness is more cost-effective than other heroes.
The above three heroes use the armor reduction effect corresponding to the Darkness Annihilation and ability, which will provide more powerful damage to the attack.
In addition, the current version of the bounty is modified to not reduce the armor, and it is out of the darkness itself, and I think it is cost-effective to swim in the early stage or to make a medal of courage.
Big Fishman, it's 20 o'clock in nail loss, and there is still something dark. Trick people.
Note: When the Dota armor is reduced to 0 or even a negative number, it is fine, and there is no need to pursue a higher damage armor reduction bonus, because the cumulative cost performance of the armor's negative value is very low on the attack bonus, so the armor reduction flow only needs to be reduced to 0 or a natural negative number.
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Sanctuary (no explanation), Bounty (no strong DPS for about 20 minutes), Shadow Demon (if you go out of the dark extinction, you will get a strong attack and dark annihilation, this is a very old way of playing), Prophet (downwind multi-control game), Big Fish (strong attack, dark annihilation, medal, armor reduction), Puppy (cover the face and destroy the face), Skeletron (in fact, I feel that he is also good at ghosting!) )
This thing, except for the Templar, seems to have to be a little more advantageous to be fun!
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What the hell is the recommended answer?,The damage of the actual armor -20 is 170%,You say that the effect is low after 0.,Don't mislead if you don't understand.。
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Templar assassins, muskets, vengeful spirits... Attack and subtract armor, good thing.
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Maverick Physical High Burst can soar the value to the maximum level 6 room reduction +400% attack But it's better not to come out if you don't hit the meat.
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Heroic models can be.
And the prophets too.
Electric Panda can too.
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Prophet, Priestess of the Moon, Spirit of the Storm.
In fact, most of the intelligence is out of the ice eye, and the agile hero generally comes out of the electric hammer, and the dark destruction is now the above 3 common points.
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Ranged heroes can be out, but it doesn't feel good, and now many people are out of lifestealing. Not as good as the musketeers.
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The third piece after the musket prosthetic leg hidden knife can be a vampire or a dark extinguisher.
The musket will be able to stand firm as long as it has Dark Extinguishment.
Dark extinguishing flow musket method.
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The Sanctuary is quite suitable, because his stealth can reduce armor at home, and the refractive output is very high.
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In addition to TA, unless the crushing bureau is not very recommended.
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Generally speaking, you can play without a serve, this is an advantage equipment, headwinds are not recommended, bounty, pa, ta, prophet, puppy, etc., others can also be out, it depends on the situation.
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Fishmen, Bounties, Late Dark Shepherds, etc., these come with physical DPS of armor reduction
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Bounty Hunters, Templar Assassins, Shadow Fiends, Puppies.
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The Templar must have a bounty, a knife stream, and you can also Skeletron, Popularity, DPS, Necromantic Wyvern, Fishman, Dazzle, SF, etc.
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Muskets. The electric noise dissipates the soul.
Tiger. Necro ascends to Kjeridsaurus.
Dog. Skeletron.
Fisherman Sun Qing. Shadow Fiend. Either way.
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In general, the cost performance of scattered is better than that of dark extinguishment.
First, dissipation and purification, deceleration. Against the opponent's all-round, pat, rabbit, stray, warlock (especially this one!) It works wonders, and the point is that these heroes are often chosen. Chase and kill, escape artifact.
Second, the lost ability to burn blue. In the Dota battle, it is generally the early and mid-stage mage-type heroes who are afraid of being burned blue, most of the power-type heroes lack blue, and the agility heroes don't have much blue.
Third, the degree of cooperation of darkness. Darkness plus attack,Armor reduction,It's just a few heroes who are suitable for darkness.,It can't be more.。。 And there is another personal opinion:
Every time I go out of the darkness ... Team battles can be lost, and those who come out of the dark will die. The taunt is too high.。。
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Can't say which one is good. It depends on which hero it is, and it depends on the situation.
Dark extinction is suitable for advantageous games most of the time, like pa, bounty, big fish, and the output of the sanctuary is very considerable, but it is too brittle, easy to be seconds, the vacuum period is too long, the low-end bureau is okay, and the high-end bureau is careful to be abused by yourself.
Scattered is also only suitable for some heroes.,Monkeys,Ghosts,White Tigers,Trolls, etc.。。。 It's also up to the situation.,It's better to lose the doppelganger.,If you play monkey.,Ghost this kind of big late-stage,It's very fierce in front of the group.,You make a war drum.,Scattered with the rhythm of the group is also flying fiercely.。。。
There is no comparison of the effects of the magic orb, the main thing is that the effects are different, and the equipment is the most important thing to see the situation. If there is anything I don't understand, I can explain it in detail.
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It's basically scattered I've been playing Dota for more than a year None of the heroes give me a particularly good feeling of Annihilation plus attack speed Minus Single Defense Second** But playing team battles If the level is on both sides of the same level, the effect of late Annihilation is not very obvious Lana, let's it Templar Assassin Maybe the Annihilation has the effect of being in the back row of seconds Because her three skills can "fight cattle across the mountain".
Scattering is different, in addition to restraining the Warlock's Hellfire, it can keep people, it can eliminate demons, and increase attack speed.
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Scattering is suitable for the clone system, because the divine damage of the orb can be inherited by the clone, and purification can destroy summons and mirrors during team battles. Dark Annihilation is suitable for pushing towers and single grabs, and team battles are of little significance, but the plus attack is high. So depending on the situation, there is no distinction between good and bad.
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In terms of the playback rate of these two serves, the dispersion is good, and the current version of Darkness is not good, but it can still be used by certain heroes, such as the Templar Assassin. Darkness is generally out of play, and when it can be extinguished, the effect of dispersion will be very good! ~
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This needs to be relative to the hero.,For example, the ghost has a strong ability to chase and kill (the main desolation in the early stage)Including the added intelligence to eliminate the damage of demons、Active deceleration is very practical.,Another example is the monkey.,Use the early stage to play scattered.,Each doppelganger has a magic ball effect, which is very scary! Darkness is more useful 35 minutes ago, and it is a hard injury without adding attributes, such as the Templar's 20 minutes out of Darkness, and few people resist the damage of two armor piercing concealments, and there is also the crazy armor reduction of the Shadow Demon....The price is very brittle, and if you don't choose the right time, you may be overturned, and carefully consider whether your teammates can bear the damage for you. Hope it helps.
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Skill damage: Skill damage has 25% magic resistance, for example, skill damage is 300, and you can only play 225 points of damage, you will find that when the king of the gods' level 6 ultimate moves hit others, if others still have 160 points of blood, a big one can't kill others, because after removing 25% of the magic resistance, you can only hit some blood, and if you enter a method, you can only hit 158 points of blood! Holy Damage:
For example, splash damage, splash damage belongs to divine damage, ignore magic immunity, ignore armor, for example, the attribute of the purple resentment equipment in Dota is to increase 40 points of damage, (** is written on 40 points of attack, it is written wrong) If you bring this equipment, you will find that after the almighty nurse turns on the skill of physical attack immunity, you will find that you will hit him with 40 points of blood if you bring this equipment, and if you have the equipment of mad war, you don't want to hit the almighty when the almighty is big, just hit the person next to the almighty, 35% has a chance of splashing 225 damage, 225 damage ignores armor, it is holy damage, that is, when he is immune to physical attacks, you will not be hurt when you hit him, and you can only hit others when they splash him! In short, splash is not affected by armor! Heavy Hit Chance Formula:
Heavy attack is the effect of stunning, if you have a skill 20% chance to stun someone, if you equip a 30% chance to stun someone, it doesn't add up to a 50% chance to stun someone, but there is a public test: 1 - (1 - skill chance) * (1 - equipment chance) = actual chance! The odds here should be 1-(1-20%)(1-30%)=44% chance of a critical hit:
Same as the formula above! Magic Resistance Stacking Formula: Same as the one above!
Critical and Charged Damage Bonus: Damage stacks directly! Splash Chance and Damage Bonus:
The probability stacking formula is the same as above, and the damage is stacked directly! Unaffected by armor! Attack Speed Bonus:
Direct stacking, the upper limit is up to 4 attacks per second in the game, and the lowest limit is 1 attack per second in the game! Dodge Chance: Same formula as above!
Armor: All types of armor are different, heroes take 100% damage from normal attacks, 40% from chaos attacks, and 75% from piercing attacks! Hero Attack 100% Damage!
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Magic damage is calculated as magic resistance, and the damage that hits the body is skill damage - skill damage magic resistance.
Physical damage is calculated armor, each hero has a damage block according to the armor, and the damage that hits the body is physical damage - physical damage damage block.
Skill damage is the damage written on the skill, and physical damage is the number of your attack power.
Of course, there must be deviations, and they will not be so accurate.
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Anyway, the larger the armor value (positive value) or smaller (negative value) with 0 as the base point, the less the armor will decrease or increase compared to the previous point (e.g., the difference between 0 and 1 is much greater than the difference between 99 and 100, the difference between -1 and 0 is more than the difference between -99 and -100), and the maximum amount of damage will be infinitely close to 100%, and the damage will be infinitely close to 100% at least
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Physical and magic outputs are calculated after deducting physical and magical resistances.
Armor reduction? If you hover over the armor, it will reduce the damage by x%.
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There doesn't seem to be an exact number.
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There are several types of skill damage, and only mixed damage is calculated as armor damage reduction.
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Kindness. Generally, the dps is out of darkness, and it is best to have restrictions, stuns, etc.,
It should be noted that the dark extinguishment is the effect of the magic orb, and if there is a dark annihilation, no other magic orbs can be produced. `
This requires your own trade-offs, such as the Sanctuary, which is the most suitable for the Dark Annihilation, 1 has explosive power, D subtracts 8 defenses, and adds the 6 of the Dark Annihilation to hit people like cutting bread. Hehe. The second is that you have a big trap, and the deceleration is very bt and you can output all the time. ~~
From the example I mentioned above, you should be able to see that you have to make sure that you can always output DPS when you come out of Dark Destroyer, and this is the case with Necromantic Dragons. There's G, reduce the movement attack speed, so that you can keep attacking, and at the same time, with the cooperation of the little dragon, the dps is very good. ``
There is also a small g like this.,Ghoul.,There's a slowdown after opening the armband and adding your own magic immunity can continue to output.
Fishman,After the dizziness, the acceleration ensures continuous output.,Don't follow the person., The current popularity is also good.,It's 15 seconds to open up.,And it won't cover the effect of dark extinguishment.,E 5 seconds after the halo.,Plus continuous output,DPS is also considerable.。。 `
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Heroes with fast power speed, limited skills such as stun skills or slowdowns are suitable for out, such as Windranger, Electric Soul, etc.
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