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Critical hit chance, **1 6%, armor 1 3%.
Attack speed, **1 6%, armor 1 3%.
Hit rate, **2 15%, armor 1 9%.
Avoidance rate, **1 6%, armor 1 3%.
Jump power, **2 15%, armor 1 9%.
HP maximum, **9 15%, armor 2 7%.
Movement speed, **2 15%, armor 1 9%.
Physical attack and magic attack power,**+32 225、Armor +5 50 (this national server doesn't have it)
The data comes from uuu9, I don't know which server it is, Hong Kong server? Or during a certain test of the national server? Giant modifications are not excluded.
Does the gear enhancement level limit the upper limit (or does it affect the probability of the stat appearing?). ), and then there is an upper limit on the sum of certain values, see the character attributes screen for details.
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Generally speaking, the maximum critical hit is 6% (I only focus on critical hits - but the calculation method of opening new districts is different from before
Calculated with numerical values Previously, it was calculated directly as a percentage.
Now, for example, if you are level 30, then the highest critical hits you can hit should be 340+, but when you reach 40, these 340+ critical hits will only give you +about 3% critical strike chance (the pit has fallen, and it used to be 60% casually).
I still remember the speed (3 attack speed, movement speed, jump) seems to be 8%-12% of the calculated number, but now that the value is changed, it's not very clear.、 Other attributes, please ignore him、、、 I think 3 speed and crit are king, everything else is cloudy.。。
Personal insights I hope it helps you.
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For the first time, is there only one attribute attached:
Be. For example, all 23 should be the same crystal. The second attachment can be attached to the crystallization of others. 3 times can't be different, water, fire and earth can't coexist, and so is light and dark.
And 23 crystals?
The first time you need to have half the number of crystals of ** grade, the second time is three times that of the first one, and the third time is three times that of the second time.
Clause. Is there any difference between the second and third times and the first?
If the first time you hit water, the second and third time you hit water, the chance increases.
If the first hit is water, the second time is also water, and the third time is dark, then the attribute is: water level 2 12% chance to reduce defense Dark level 1 5% absorption.
In general, it is better to hit the same crystal 3 times. High chance of procring.
Water reduces defense and movement speed, which is useful in dungeons and PvP.
Dark absorption of blood blue. PVP can prevent the magic from being broken, and you can also suck the blue and get caught yourself to break the magic or amplify the move. There's a lot of blue in the dungeon.
Wind; Qing knocks down.
Fire: High damage burns.
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The first time is a crystallization of grade 2, the second time is 3 times the first time, and the third time is 6 times the first time.
3 times can't be different, water, fire and earth can't coexist, and so is light and dark.
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Yes, the number of crystals required for the first time is half of the ** grade, the second time is three times that of the first, and the third time is three times that of the second.
If the same attribute is added three times, the chance of triggering increases. Others have collocation instructions, which are nothing more than to increase the chance of triggering. I don't know what kind of profession you're in, but if it's Rena, then adding fire, ground, and water three times can make the arrows shot thicker, which is very beautiful and powerful.
For example, if you add light, you can't add darkness; You can't add fire if you add water, etc. There are matching instructions on the Internet, so you should be optimistic about it.
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Although I didn't pay attention to whether the wind penetrated lightning or thunder. However, 15% are given 3.
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First of all, let's popularize the concept of Philosopher's Stone with you (taking critical hits as an example), there are 5 types of Philosopher's stones that can hit the attribute of critical hits:
1.Philosopher's Stone (Green) 2High-grade Magic Stone (Red) These two hit random attributes, and there is a certain chance of a critical hit.
3.Level 1 Magic Stone (Diamond) You will definitely be able to hit the desired attributes, but when crafting, you have a chance to get a Critical Hit Stone.
4.Dual-attribute Magic Stone (Burst of Blood) You must be able to hit the desired attributes, and the crafting is also a fixed obtain.
5.The old dual-attribute magic stone (blast back) must be able to play the desired attributes, and it can't be made at present, and the products of the previous activities are scarce, precious, and priceless.
Okay, back to the topic: The percentage of the maximum attribute increased by all the magic stones is fixed, and the magic stone itself has nothing to do with it, and the location of the equipment is related to the level of need, it is generally believed that the high-level magic stone will have a higher probability of high attributes than the general magic stone, and the other thing that affects the high attribute is the strengthening of equipment, and the probability of high attributes is high after +6, and the default for fashion is +10
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There are many magic stones quickly, and basically all the armor that is lucky can be added by a few hundred, ** plus about 500.
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The attack speed of the Swift Magic Stone is more than that of the Purple Diamond, and the RP can be increased to several hundred.
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Character level has no effect on Philosopher's Stone!
The only things that have an impact on the value of the Magic Stone are: the type of Magic Stone; equipment level; Equipment Enhancement Level.
It is very easy to understand that the first-level magic stone of the general magic high demon is a magic stone of the double genus.
Because the "value" of 1% attribute is different at different levels, [assuming that 10 points at level 1 can increase 1% attribute] (e.g. action speed +10 actually has 1% momentum), level 50 requires 83 points to increase 1% attribute. The maximum speed of 6% is the full value, then level 1 can only play a maximum of 60 points, and level 50 can play 498 points. It's just that the values are different, but the actual effect is the same.
The higher the level of equipment enhancement, the higher the chance of hitting full value. Fashion defaults to +10 (that's what it used to say...)Now the equipment has +11, I don't know how to calculate the fashion, anyway, it's easy to get out of the full value.
And the new AP battle set is more special, because his level will change with the character's level!
But given the fact that the increase rate is the same for different values, as long as you hit the full value when you are level 1, he will still be at the full value of level 60 after reaching the full level, so it doesn't matter.
Even if it is other high-level equipment (such as the Absolute), as long as you don't change his enhancement level, the attributes that you can fight at level 1 and level 60 are the same. It's just that you can't wear it after level 1.
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It's best to be at the full level, because the full level can only wear the full level of equipment, and you don't need to change it all the time, so that you can use the magic stone for a longer time.
It's okay to play at a low level.,It's like playing on AP sets and fashions.,The attributes of low-level play will get higher with the level increase (it's just that the value becomes higher.,The proportion of improvement is still the same)So it doesn't matter.。
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Full level After the low level is finished, you have to reshuffle it when you are full level.
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If you equip it, no matter how much you are level, the most Qingpei high crit value is a fixed value, 44, if you are buried, I remember that it is 222, but it is very liquid, and it is difficult to get out, and it is almost 185.
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What kind of property are you asking about?
Ability attributes. 1: Skill Ring.
2: Some titles (such as PvP No. 0) 3: Skill branches.
4: Panel attributes of some equipment (such as hero sets with specific skill attributes).
1: Most titles (except for a few have panel attributes) 2: Equipment enhancement (+9 before each enhancement can be played the higher the attributes, +10 does not increase the attributes, only increases the **damage, if you are fashioned, press +9 directly to hit the attributes).
3: Equipment. Attributes.
1: Colorful Ring (Attack Ring plus attribute trigger, Defense Ring plus Attribute Resistance) 2: A few pieces of equipment (for example, 4x sets are obvious sets with bonus attribute triggers) 3:
Titles (though this kind of title is generally a bit difficult to play, such as the title triggered by the wind is a map of hundreds of Sanders).
4: Pets (but the attribute bonuses of pets are useless for PVP, only dungeons and wild are useful) 5: Fashion (the vast majority of them are ice, if it is not ice, the bonus is very small, such as the arc demon ** is +150 dark resistance, the left five and +250 dark resistance, the full set of direct +400 dark resistance, and the full attribute resistance is 500).
6: A few accessories (such as the Water Maiden 3-piece set +350 Dark Resistance) 7: Armor equipment attributes (this is a plus attribute resistance).
8: The character comes with it, this is the character comes with it, there is nothing to say.
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<>0 turns, the field of fire [damage and burns are still OK], mana aura [make up points, it's also a little useful], shield aura [pvp can be pointed, you can also add it to 4 passives, anyway, don't affect the points that must be added below], constraint [1 point is OK, heavy pvp can add the shield over], chain lightning [pvp after notes, damage is not good], teleportation, enhanced teleportation [Aisha must-have], wall of flame [can still see ***, add it], magic shield [pvp plus].
1 turn, suck magic [better after notes], Hell Stone [The best one in MP1, the multiplier is so high], Magic Contract [Contract plus Hell Stone can be seconds, will I talk nonsense], Ring of Fire [Corner Coordination can clear knockdown], Death Declaration [Heap Monsters, Release, Death Light], Evil Spirit [Although the damage is cut, but the negative effect is good], Plasma [Clear Monster Skill, the damage can still be seen]. It is recommended that the Dark Mist [Eliminated but still somewhat useful], and the Eye of Death [The effect is so, but please refer to the post bar for details].
2 turns, the passive must be added, I will not pit you; Angula [PVP Disturbing Essentials] Others look at the likes of it.
Pure hand hitting, looking.
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<> "This is what my president gave me, and I still have to fill up the magic absorption."
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Go Aisha, I'm a senior.
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