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Weapon speed, weapon type, poison selection of World of Warcraft thieves,

Poison. Medicine: field quick-acting poison PK upgrades hands quick-acting poison.

Poisons are divided into four quick-acting poisons, which directly cause natural damage to opponents, while deceleration poisons slow down opponents' movement.

There are two kinds left: one is poison that can superimpose the poisoning effect, and the other is poison weapon that reduces the therapeutic effect. The relationship between the types of weapons commonly used by thieves and the speed of weapons: the common weapons are nothing more than swords and daggers. And, of course, hammer thieves and glove thieves. Generally speaking, a thief fights with a sword, and a thief with a keen stab uses a dagger. As the two most commonly used weapons, what is the difference between them and thieves? Many thieves pursue the idea that weapons are limited, weapons are slow, people are popular, the main hand is slow, and the deputy is fast. What's the difference between slow weapons and fast weapons? Speak with data and theory. Abbreviation: weapon damage dph is your weapon upper limit+lower limit, divided by 2 weapon seconds damage dps. The damage attack strength per second marked on your weapon ap 14 attack strength increase 1 second damage. The white damage caused by your main hand ignores the opponent's armor and the defense skill is skewed and crushed. The damage is dph+ap/ 14 unparalleled weapon specialization, and the second hand is 50% normal. Can be verified in the melee attack section of the people column. A long time ago, all the damage caused by thieves' attack skills was ordinary damage you played. If you fight an ideal monster, you will cut an average of 200 knives regardless of armor. However, in order to balance fast weapons and slow weapons, the calculation formula of instant skill damage has been changed in the update of 1.8. The original version is updated as follows: World of Warcraft client upgrade patch1.8.0 (2005-10-1)-instant attack.

Now most instant attack skills will be modified to balance. All previous instant damage calculations were based on the damage range of the weapon, plus the attack intensity of the player, and then multiplied by the speed of the weapon. So slow weapons will cause more damage than expected, while fast weapons are considered by most players as inferior weapons. We changed the calculation method of attack intensity when using instant attack skill. This change will not affect the attack strength calculation of ordinary attacks. Now the calculation formula will not be multiplied by the speed of the weapon itself, but calculated according to the unified weapon speed in the following list:

Two-handed weapon: 3.3

Dagger: 1.7

All other one-handed weapons: 2.4

The direct impact of this change is that the attack capability of many weapons will change. In particular, some epic (purple) weapons will be much stronger than slow and precise (blue) weapons.

This change will not reduce the attack power of instant attack, but balance the damage between different weapons. Epic weapons of the same level should always be better than excellent weapons. All common attacks will not be affected by this. The following skills will be affected by this change:

Insidious attack, ambush, whirlwind chop, fatal blow, suppression. Note that the attack intensity is calculated at a constant speed. At present, according to the changed calculation method, the accepted formula for calculating instant weapon skills is: weapon attack value in skills = dagger: ap/ 14* 1.7+dph sword, hammer, gloves: ap/ 14*2.4+dph. Of course, the weapons of the same dps are all slow dps. Because of simple weapon damage, the attack intensity is not considered, but the actual example of simple dps* speed shows 1. The same secondary damage, the sword is more evil than the dagger. For example, a thief with an attack intensity of 700 has two swords and daggers with 50 seconds damage, with a sword speed of 2.5 and a dagger speed of 1.8, regardless of armor. The evil attack of sword is: 700/14 * 2.4+50 * 2.5+68 = 241dagger: 700/14 *1.7+50 *1.8. The weapon damage part is injured according to its own speed. 2. In the same second, the slow sword is more evil than the fast sword, and the slow dagger is higher than the fast dagger ambush/backstab. Taking ambush as an example, regardless of crit and waiting for opportunities, a thief is counted as 250%+290, with attack intensity of 9 10, two daggers injured 60 seconds, and slow dagger A speed 1.9. The fast dagger B 1.6 was ambushed by a: (910/14 *1.7+60 *1.9) * 250%+290 = 851. Especially for the sword, the gap between the fast sword and the slow sword is not very big, but for the dagger, because backstab and ambush are calculated in proportion, the speed will greatly affect the attack. 3. You can't blindly pursue the upper limit. When Blizzard designs weapons, the normal upper limit of weapons is about 1.87 times of the lower limit, such as Blade of Destruction 137/73= 1.87, Blade of Cruelty 168/90= 1.87, and Longya. Faceless 123/66= 1.86, Frost Warhammer181/97 =1.865 For these weapons, the upper limit can represent their weapon damage, because their upper and lower limit fluctuations are the same, but when it comes to. Such as Doomsday Pioneer 126/83= 1.52 Dead Nail144/95 =1.51Grand Marshal's Sword173//kloc. You can't just look at the upper limit, such as the comparison between the doomsday blade and the doomsday pioneer. Upper limit of doomsday blade 137 and upper limit of doomsday pioneer 126. Backstab ambush skills such as weapon damage seems to be calculated according to the average weapon damage. The doomsday blade is 105, and the doomsday pioneer is 104.5, almost. In fact, it is destroyed and used. Simply looking at the upper limit of weapons will underestimate this weapon with small fluctuation of upper and lower limits. If you really want to see skill damage, please calculate the average weapon damage, the sum of the upper and lower limits. 4. About bleeding. Bleeding does not conform to the above formula. For bleeding, the amount of bleeding of slow weapons is much larger than that of fast weapons. The reason is that the attack intensity of bleeding is not calculated according to the uniform speed. Bleeding simply means that your weapon is white +5. For example, a thief has salted fish and angel sword. Gucci Ripper's 58.4 seconds 1 14-2 13, with an average of 163.5 Ips, and the Blades of Fallen Angels 1.6, with an average of 60-13/kloc. Angels release their deputies. In fact, ordinary combat thieves can't release them in reverse, because the attack speed of evil is uniform, and there are not many angels who fight evil. If you reduce the number of deputies, angels can make up for the high damage of the main hand every second. However, if it is bleeding, the gap is very large. Angels bleed 63 points less than salted fish every time. Therefore, if you bleed, you must choose a slow weapon. Bleeding with a dagger is a joke. I'd rather change it when I release backstab with my sword. About the choice of sword and dagger, this is actually very clear. You'll know after playing thief for a long time. The sword is biased towards monsters and pve, and the dagger is biased towards PK and pvp. When leveling, fighting talent+two good swords+sword specialty talent is the best choice for the highest attack. This is why many small single-handed swords are expensive. After all, if every monster has to ambush, chisel, wait for energy, and turn around behind him, backstab, it will be very tiring to fight monsters for so long, and the efficiency will not be particularly high. The fighting talent is simple and fast. It is very inefficient to fight evil with a dagger when fighting monsters. PK, on the other hand, pays attention to high explosive power and tough control. Dagger thieves ambush backstab with much more explosive power than sword-fighting thieves. In a duel, you can put your energy on the backstab after the chisel strike, which can ensure your high output and reduce the chance for your opponent to fight back, but it is unnecessary to fight monsters, and you can fight monsters completely. Special case: the next copy, especially the high-end copy, such as playing Pavel, stands at the forefront of the battle dagger talent war. The recent epidemic bleeding is known for its strongest control ability. Blood thieves had better choose slow weapons, and at worst use frost hammers. The bleeding output of fast weapons is not high. Although blood thieves don't use daggers, they are still very strong in one-on-one combat, which can be said to be the common sense of thieves. I believe that many old thieves have understood it for a long time, hoping to help novices and players who love thieves and love to study.