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  • Senior Posts myth refining equipment


    Date:06/18/2010Views: Admin: ancko

    First, activate the five elements five elements: Fire -> Earth -> Gold -> Water -> Wood -> Fire following the activation of equipment simulation program of a program of jewelry (necklace not activated) necklace (of fire) (not activated) Medal (Gold) ← ring (soil) Medal (Gold) ← ring (soil) ring (soil) ← necklace (of fire) ring (soil) ← Necklace (fire) arms (water) ← Medal (gold) jewelry program 2 (ring is n ......

  • First, activate the five elements five elements: Fire -> Earth -> Gold -> Water -> Wood -> Fire following the activation of equipment simulation program of a program of jewelry (necklace not activated) necklace (of fire) (not activated) Medal (Gold) ← ring (soil) Medal (Gold) ← ring (soil) ring (soil) ← necklace (of fire) ring (soil) ← Necklace (fire) arms (water) ← Medal (gold) jewelry program 2 (ring is not activated) necklace ( wood) ← Medal (water) Order (water) ← ring (gold) medal (water) ← ring (gold) ring (fire) ← Necklace (wood) ring (gold) (not activated) weapons (wood) ← Medal (Gold ) jewelry Programme III (Order does not activate) necklace (of fire) ← Medal (wood) medal (gold) ← ring (soil) Order (Wood) (not activated) ring (soil) ← necklace (of fire) ring (soil) ← Necklace (fire) arms (water) ← Medal (Gold) Armor program (7 full activation) hat (water) ← shoes (gold) shirt (fire) ← wrist (wooden) leather (fire) ← wrist (Wood) Care wrist (wood) ← cap (water) wrist (wood) ← cap (water) Belts (land) ← shirt (fire) Shoes (Gold) ← Belt (earth) which will activate the five elements of jewelry have a piece of jewelry can not be activated, and weapons are not activate any jewelry, so buy weapons and equipment can start to buy from, and then in turn activate Anzhao purchase order, so that will not be many pieces of equipment are not activated to happen. Armor total of seven, among which 7 can activate each other, shirts and leather, two wrist of the five elements is surely the same, so the purchase order can be: shirts → → wrist leather shoes → → → hat belt. Second, the soul property interpretation (a) of the jewelry category: ignore defense, hit, damage reflection, object / of damage increased. (Chemical weapons, chemical injury only increases the physical damage increased physical weapons only) 1. Ignore the defense = attack power × 1.5, the highest single ignore defense 7.5% (we all know each other when the self-defense when under attack force, on the other side of the injury only less than 10 beats, as we leveling 打怪, the blame can not break our defense played only 1 to 10 of the blood we mean the same thing. and ignore the defense is completely ignoring the other's defense, whether you're more than defense high can cause your own injury attacking × 1.5). 2. Heavy attack = attack power × 1.5-enemy defense, banging the single maximum of 6.5% (defense force = defense + dodge, no explanation below). 3. Nociceptive reflex: to each other harm caused by their own anti-back to each other by a certain probability, anti-wound single highest 17%. Assumptions: Anti-injury 75%, causing 10,000 injuries each other to you, then the other will be 7500 damage. Matter / of damage increased: to improve the chemical / physical attack damage, 15% single. Assumptions: increase of 75%, attack power 3000, enemy defense force 1000. Then you will cause the enemy: (3000-1000) × (1 +75%) = 3500 (1) difficult analysis: a fatal blow and the difference between a strike a fatal blow = (attack power - the enemy defense) × 1.5 Suppose 1 : Your attack is 2000, and the enemy defense force is 1500 1500 then blow causing injury, 750 fatal injuries caused by a strike. Can be seen in the case of breaking anti-blow damage is 2 times the fatal blow. Hypothesis 2. Your attack is 2000, and the enemy defense is 2000 then re-hit, 1000 damage crit damage caused by 0. Can be seen without breaking under blows defense has a chance to harm the other party, unless you attack the other's defense is 1.5 times. (2) property comparison: ignore defense, banging, and material / damage increase of more assumptions: A neglected blows defense 37.5% B 32.5% C to increase the physical damage 75%, A, B, C for the 4000 attack power, the enemy Y defense force of 2,000. They were 100 attacks on the Y is the damage: A = 62.5 × (4000-2000) +37.5 × 4000 × 1.5 = 350000 B = 67.5 × (4000-2000) +32.5 × (4000 × 1.5-2000) = 265000 C = 100 × (4000-2000) × (1 +75%) = 350000 Of course, this assumption is in the best place, in the best of the ultimate effect is to ignore the defense objects / increase the damage of injury identical to is not very surprised? But now property / equipment damage increased the price of ignoring the defense is 5 to 10 times, so ignore the defensive player for the disadvantaged is preferred. Q: What materials bought / of injury increased, ignore the defense a good buy, and anyway, the same results? A: PK, it is impossible to play both sides hundreds of rounds, all within a few resolved objects / damage to increase the stability of the high, average damage output is high, property / injury to increase the effect of neglect of defense in above. (3) jewelry how to play with the best results? Suggest that you: 3 things / of damage increased defense +1 +1 blow the expense of ignoring 30% of the material / additional points to the neglect of injury prevention and blow, superposition of two properties in exchange for the chance arise, adding deadly blow, if the three attributes simultaneous attack power can be imagined. (B) Armor Class are: harm reduction, health increased, reducing the physical damage, chemical damage reduction, dodge. Harm reduction: reduce physical, chemical attack on the self-inflicted injury, one-piece up to 9%. Health increased: increasing the value of life, the life of equipment to increase the value of the higher rank higher than captain, the highest 1800 (the other leather costume itself to increase the value of the properties of life, full of star captain leather costume can add 5000 + blood). Physical harm reduction: reducing the physical attack on the self-inflicted injury, single highest 13%. Chemical damage reduction: reduce chemical attack on the self-inflicted injury, single highest 13%. Ducking: a chance to avoid harm to the enemy on their own, single maximum 4.5%. Properties Comparison: less damage and get away assumptions: A harm reduction of 63% B dodge 31.5% A, B Attack Defense 2000 to 4000 the value of one million lives to attack one another 100 times (without regard to the ideal state, plus jewelry) A pair of B damage = (4000-2000) × 100 × (1-31.5%) = 137000 B on A damage = (4000-2000) × 100 × (1-63%) = 74000 actual circumstances dodge the probability directly determines your PK's success or failure, could get away straight out of a few times there may be one not out, the usefulness of the group evade war is not out on the full expression. The double reduction is 100% proportional reduction of harm, which is why the current high prices double by loading the reason, it is indeed a single best choice for P P group. Soul property with double anti-life + Counter-injury (single P) (g dual attack by + category) (for all occupations, particularly assault, doctors, conductor, musicians, dancing girls) by + anti-double-double against injury (group P ) (only for doctors, command, musicians, dancers, particularly doctors) to assist in ensuring their own immortality of Professional case re Anti harm to the other party, in group P, more useful. Increase the skills of doctors blood effect is obvious, allowing physicians to become group P in Phoenix, so doctors can ensure their own lives while giving maximum help his teammates. Dual anti-double-minus + "5 things / increase of injury" or "3 things / +2 neglect of injury to increase the defense" or "3 things / of injury increase ignoring defense +1 +1 blow" or "5 ignored" (Single P, group P) (for all occupations) Double Anti-Life + "5 things / increase of injury" or "3 things / +2 neglect of damage increased defense" or "3 things / neglect of injury increase Defense +1 re +1 strike "or" 5 neglected "(single P, group P) (for all occupations) chemical warfare material by +" 5 things / of damage increased "or" 3 things / +2 neglect of damage increased defense "or" 3 things / neglect of injury increase Defense +1 +1 blow "or" 5 neglected "(single P, group P) (for all professional) of defense material by +" 5 things / of damage increased "or" 3 things / of injury increase +2 ignore defense "or" 3 things / neglect of injury increase Defense +1 +1 blow "or" 5 neglected "(single P, group P) (for all occupations) Anti-Matter Matter by + attack type (single P) (ignore the physics occupational injury than anti-foreign) of chemical warfare attacks by + class (single P) (ignoring the chemical class of occupational injury than anti-foreign) (1) property comparison: "Things chemical defense by / against objects of attack by + category "and" anti-double-double by + attack class "comparison hypothesis: A Matter Anti-2000, of minus 91%,; B double against 1000, double by 63, X physical attack power 3000Y chemical attack power 3000X, Y at the same time attack A/B1 A second injury = (3000-2000) +3000 × (1-91%) = 1270 B hurt = (3000-1000) × (1-63%) + (3000-1000) × (1-63%) = 1480 ∠ B, therefore A harm injury situation from the assumption "material by anti-chemical warfare / chemical control things by category + attack" than the "two-class anti-double-minus + attack" the effect is good, but if two physical attack career playing the "anti-chemical warfare material reduction", then there would be no less effective and a double. After all "anti-chemical warfare material reduction / reduction of anti-matter" is a popular equipment, it is difficult to do unless they received, so far the "double anti-double-minus" is still the mainstream choice. Single-Double P rating NO.1 NO.2 anti-life + Counter-injury anti-double-double by + chemical warfare attacks by Category NO.3 matter / anti-matter of class by + attack + attack NO.4 pair of anti-life groups P rating NO.1 double anti-double-minus + anti-chemical attack by Category NO.2 matter / anti-matter of class by + attack + attack NO.3 pair of anti-life, anti-double-double type NO.4 against injury by + other means to enhance their ability (1) friends team up to upgrade its two-Defense: every day with their friends to team up with leveling between the two friends can enhance degree, higher degree friends, friends team up to upgrade the two-time against the The higher the (drug and food manufacturing two friends gave the senior nutrition can increase 15 points friendliness, friendliness more than 12,000 anti-150 increased more than double). (2) close to team up to upgrade its attack: Use ring love to establish a relationship with the opposite sex and enhance the degree of face, love, and lovers team up with the leveling of the love between the two sides can enhance the degree of love to team up to upgrade the higher the degree of intimacy Attack is higher (the love train was boxed lunches can increase 15 points to give lovers love