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- News >> World of Warcraft(US) >> Hit the real profound meaning and rapid
Hit the real profound meaning and rapid
Date:06/29/2010Views: Admin: anckoPosts shot hit the most important of all properties, more than power, crit, precision is also important to hit the DPS will not let you increase your DPS, but can not hit people like the stability of Chaos Knight (DOTA's) attack difference between the lower limit line 30. But you can hit like a goblin engineer, upper and lower limits only a thin one. that is hit can not improve your DPS, but DPS can reduce your losses. then hit calculated? The fi ......
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Posts shot hit the most important of all properties, more than power, crit, precision is also important to hit the DPS will not let you increase your DPS, but can not hit people like the stability of Chaos Knight (DOTA's) attack difference between the lower limit line 30. But you can hit like a goblin engineer, upper and lower limits only a thin one. that is hit can not improve your DPS, but DPS can reduce your losses. then hit calculated? The first is to hit the most important calculation, there are three rules hit a formula 1. Hit is not affected by the law of diminishing 2. Hit the higher the better it is wrong. Exceeds the value of hit worthless 3. Hit and sometimes with other property transformation (formula) system: 12.6 hit rating = 1% hit ratio of Physics: 15.8 hit rating = 1% hit I'll explain below under these three rules: 1. hit the law of diminishing influence from. hit fast and not break A, crit, as the more available heap crit, the less rapidly, hitting is always a decrease of 12.6 or 15.8 hit rating 1% miss rate. 2. Hit is not as high as possible, in addition to each other than occupational therapy has not hit, but are fixed at a value, the extra hit will not let you upgrade to any property, such as 8% of the Paladin misses. So need 127 hit rating. 3 hit with the other properties can sometimes be transformed into each other. Why? As precious stones, hit if the equipment is not enough. Then a hit of equipment can be converted to spell damage. Suppose you have a small hit to 214 hit rating by 20 requirements, this equipment when you get an injury, but with 40 method with 20 hit. So now you body with the 60 spell damage, this is not the winning hit 40 spell damage 20 equipment do? Because you hit 20 less, which make up 20 hits and equipment can not hit most people will choose 10 stones, then the two 10-hit gem is equivalent to a loss of 24 spell power (10 hit and 12 spell power gem stones are all large stones) so Here 1 hit rating = 1.2 spell power, then it is clear that 40 spell damage 20 hit for you, equal to 40 +20 * 1.2 = 64 spell power, while that piece is only 60, so it should be replaced. whatever. It can be said hit and a variety of attributes can be transformed into the formula calculation is not hit, hit rate. hit the offset calculation misses misses calculation: Each job has not hit but because of different occupations have different rates so MISS can dual wield career (Rogue, SM) 25% of the two-shot penalty of 25% holding if the goal is BOSS BOSS high as three players, it misses more than 3% is the legal system if the skills, such as the SS, FS, there are thieves poison, magic skills are not hit 17% (see this space to correct spell hit) if hands are not professional hit 5%. (such as Paladin) treatment no misses. hit rate hit a two kinds of calculation way, are legal system is 12.6 hit rating by professional offset by 1% miss rate, physical melee hit rating is 15.77 hit rate is not offset by 1% hit off hit to offset some of the skills and means to reduce miss rate BUFF birds such as D, BOSS dark, animal husbandry to reduce the DEBUFF thieves hit rate of 3% is not accurate combat (combat series) by 5% miss rate reduction of 1% of talent Delaney these can reduce the miss rate miss rate. law system (Master , Warlock) Poisons (Rogue poison): (no shot - hit offset) * 12.6 = hit rate you need precise elements such as ice method to reduce the rate of 3% did not hit the ice method therefore needs (17-3) * 12.6 = 176.4 hit rating to ensure no weapons MISS hands. one-handed weapon Physics (Paladin, anti-war): (8 - hit offset) * 12.6 = hit rate you need here say, why the formula is 8%, rather than 5%. because BOSS is always higher than you three, so there is not 3% hit, so based on the original plus 3%, so that 8% of dual wielding weapons physics (thieves, Saman): (25 - hit off * 15.77) = you need to hit rating (thieves have real trouble, which I got it from NGA) has been calculated. Sharp, no damage thieves need to complete 394 combat thieves need MISS (25-5) * 15.77 = 315 hits to reach the standards very high penalties for dual wielding. So now the mainstream of thieves are 260 graduates, but still 5-7 in the MISS rate , thieves MISS difficult to reduce. but I recommend 260 more rapid Posts: BTG group was holding a post equipment. always someone I sent in a team chat message asking: "What this plug gem Okay?." I told him: "Hit full stack spell damage, then you feel sharp enough to ".. a graduate of the SS SW told him," Do not listen to white's. to stack spell damage and crit. "I then asked why he did not heap rapidly. The SW of the "Big God" says: "The more rapid the higher is useless. You are white, you do not understand ".... I was fine on the shock ... I was accused of being white was. So. I asked the correct root end, in the end why would decrease. He said: "As far as I projected, rapidly to 20% do not stack up. Otherwise, then plug the 10 rapid as 20% of the fast before the plug 10 to the rapid acceleration and more You see, I am no so well equipped to rapidly, you have to do something. "He proudly showed the book to his long time, plus black. I did not say anything. But I have been thinking of his head is not what is a donkey T ... Maybe they were so on: "20% of the rapidly decreasing rapidly to no more than 300" would be misled by it. Look at this player again rapid concept you own? But you think that you have enough to grasp and projections say that your concept is rapidly correct? Or with that "high play" as it said some of the wrong thing? If not, then. Please continue -> first rapid is it? Here are the most important concepts to correct, most people think is a rapidly accelerate your spell casting speed of the property, but not complete such a reply. Rapid a speed frequency of the attributes of your magic, this is the Zheng Xie . Why? Be the first to assume, assume a person needs 2 seconds flat cutting knife, he is the rapid increase 100%, he's cast time is how much? Does not reduce to 0S, but one second, here the formula of the rapid throws: Y = C / (1 + X), where C is your weapon of time, X is a rapid, Y is the final cast time so fast How calculated? X = X '/ 1577 where X' is your haste rating by the two formulas to calculate the square you cut the time required. Superposition of multiple skills formula Y = C / (1 + X) (1 + Y) (1 + Z ).... where X, Y, Z is given on behalf of the acceleration of skills, such as cutting to provide 40% to 30% provided such bloodthirsty. can into the X, Y, Z go Suppose a person has 157.7 haste, he rate of 2.8 eggs knife arms, then his actual speed Y = 2.8 / (1 +15.7 / 1577) = 2.54 (sec / knife) and then assume that a person equipped with the rapid level of 157.7. open Haemophilus accelerated 30%, weapon speed of 2.0, he is now rapidly Y = 2.0 / (1 +0.1) (1 +0.3) = 1.39 (seconds / knife) so seemingly without diminishing rapidly diminishing why so many people say it ? Certainly not far-fetched. The reason is that first the first formula ---> Y = C / (1 + X), you will find C is constant, the higher when the X, Y smaller. It is worth noting, however, Y smaller magnitude of the reduction hypothesis. X0 = 0.X1 = 0.1, X2 = 0.2, X3 = 0.3, X4 = 0.4, X5 = 0.5 then into the formula, Y = C / (1 + X), we found drawn into the X1 Y0 = 1. Y1 = 0.9C, Y2 = 0.83C, Y3 = 0.769C.Y4 = 0.714C, Y5 = 0.666C and their income is Y1-Y0 = 0.1 (which is rapidly raised to 10% of never rapidly that the rapid level of 157.7, to reduce the cast time of 10%) Y2-Y1 = 7%, which is elevated to 315.4 from 157.7 the rapid decrease of 7% of the cast time of Y3-Y2 = 0.064 seen in the rapid rating upgrade from 315.4 to 473.1 6.4% haste rating to reduce again cast time. Y4-Y3 = 0.055, so upgrading from 473.1 to 630.8 haste rating can be reduced by another 5.5% cast time, Y5-Y4 = 0.048, so rapidly increasing from 630.8 to 788.5 haste rating can further reduce the cast time of 4.8% so One important conclusion: the greater the time when rapid basis. coupled with the rapid decrease some of the smaller cast time. This is rapidly diminishing law of profound meaning more in front of high play to say: from 20% started to shrink and are completely S, B + brain disabled say. Because there is no decline. But it affects the casting time reduced. And not from 20% beginning larger decrease, but started from 0%, as long as you start to pile it decreased rapidly, it affects the casting time reduced this effect in "shrink" the second conclusion: the number of rapid on the right. I think. If you want to achieve the most savings, 157 haste rating is perfect. because this value on your haste rating and no waste, because 157 is equivalent to the rapid increase haste rating by 10 percent, while the X = 0.1 into the formula 1 / (1 +0.1) = 0.909 and (1-0.909) X100% = 9.1% and 10% is almost the same (a difference of 0.9 can be ignored), while in theory the 473 provides 30% haste rating to reduce the cast time. but in fact only 23.3% cast reduce the time difference of 6.6, so much to lose, then I think the best range is between 157-315.4. This would save lots of precious space and equipment level of the heap of other goods






