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A Comparative Analysis of the glory of the king Hundred Miles Keeping the Contract and Di Renjie
An analysis of the attribute of keeping a promise in a hundred miles;
Passive aiming: Hundred-mile conventional attack has higher damage, but the attack interval is long, so it is impossible to crit; In the non-combat state, keeping a promise in a hundred miles can be hidden on the edge of the terrain, and the camouflage and movement speed bonus effects can be obtained.
Analysis: Although the general attack of keeping a promise in a hundred miles is more harmful, it is difficult for him to stand still, because once he is close to the enemy, it is difficult to escape by keeping a promise in a hundred miles. However, if you buy a spear of ice, the situation is very different. Not only will it cause high damage, but it will also slow down the target speed and make it easier to defeat the enemy. In the non-combat state, camouflage can be realized near the terrain edge and the moving speed can be improved. Terrain edges include city walls, defensive towers and resurrection springs, so whether you are chasing the enemy or retreating, you can be more calm, you can clear the route to the line faster, and increase your economic and experience advantages.
1 skill eye-catching: go to the appointment for a hundred miles, and arrange a visual field device under your feet to obtain all the visual fields around a certain range; There are at most three visual field devices, lasting for 300 seconds, which will be invalid after being occupied by enemy heroes; Passive: when you are at rest for a hundred miles, you will get an ambush effect every second, increasing your physical penetration and stacking up to five layers; The effect disappears after moving.
Analysis: It is difficult for the enemy to get a tyrant or master with the remote output of the second skill. If the position is properly placed, we can know the enemy's movements in advance and reduce the possibility of being ambushed. When the first skill is released, it will be briefly displayed on the mini-map, and then it will be invisible, which can only be found when the enemy steps into the skill field of vision. How can we occupy it? Is to stand in the center of the field of vision, and then stay still, after a period of time is invalid. You can also deliberately release it in front of the enemy, and when the enemy comes to occupy it, prepare to release the second skill and cooperate with friendly forces to defeat the incoming enemy. Physical penetration will increase once a second when you go to the same place for an appointment, with a maximum of 5 layers superimposed and displayed at the bottom right of the screen. Even tanks can be easily killed when using the second skill in the later stage.
2 skills: keep about a hundred miles and start aiming, try to attack, cause physical damage and slow down; It takes 2 seconds to aim, but the bullet may deviate when the aim is not completed. Skill bullets are acquired once in a while, and up to 3 bullets can be stored.
Analysis: The damage with the level increase is the main output skill of keeping about a hundred miles, and the additional deceleration effect is particularly horrible, which can help friendly troops kill the enemy smoothly. But the aiming process is long, the enemy will find the red light and can consciously avoid it. After the skill is cancelled, it will take some time to use it again, and the retention time is affected by the cooling reduction attribute. This skill can penetrate, causing damage to all enemies in a straight line, and the damage will not be attenuated. Therefore, it can achieve a good consumption effect in the case of dense group warfare personnel, and it is easy to kill the residual blood enemy remotely.
Escape trick: keep the promise and shoot backwards, causing physical damage and slowing down the speed of the attacked enemy; After landing, increase the movement speed for 5 seconds, or carry out skill attack or normal attack.
Analysis: As a life-saving skill, this skill releases bullets forward and jumps backward, causing physical damage and slowing down when hitting the enemy. Mastering the distance can go through the wall, which is farther than the distance that concubine jumps after. After landing, it will increase the moving speed and allow Baili to evacuate safely from the dangerous environment. Under the protection of tanks, the dominant bureau can also defeat the enemy with big moves and ordinary attacks.
An Analysis of Di Renjie s Skill Attribute;
Passive Swiftness: Di Renjie's normal attack can increase its attack speed and movement speed, and stack up to 5 layers.
Analysis: In the past, Di Renjie's ordinary attack only needed to throw three-color tokens to improve the moving speed, but now Di Renjie only needs ordinary attack to improve the moving speed and attack speed, and it can also be superimposed. This passivity makes it easier for Di Renjie to consume the enemy on the battlefield, and there is no need to install too many attack speeds, because he can increase a certain attack speed himself; The increase in speed not only improves the viability of Di Renjie, but also makes him look more relaxed when flying kites against the enemy. Generally speaking, because most of the shooter's injuries come from ordinary attacks, the gain brought by this skill is immeasurable.
Hunting for the sixth order: Di Renjie throws six tokens (which can trigger a general attack on orb effect), causing physical damage and spell damage to the target (the damage of the blue card is halved), the blue card can cause extra deceleration to the target, and the subsequent damage caused by multiple red, blue cards to the same target will be attenuated by 70%. Passive: The third normal attack will be randomly accompanied by a blue card or a red card.
Analysis: This skill is similar to Di Xu's great move, so we are required to release this skill as close to the face as possible to maximize the damage. The blue card can cause extra deceleration to the target, increase the control and retention means of De Renjie, and make it easier to attack or retreat. This skill will randomly throw a red card or a blue card in the passive third ordinary attack, which will increase the output damage of Di Renjie while adding its own movement speed and attack speed, so that Di Renjie can cause more damage. Because the CD of this skill is relatively short, it can also be used for pre-war consumption. After all, the damage of an enemy hit by multiple tokens will be attenuated, and releasing it to a crowded place can minimize the blood volume of the enemy hero and maximize the damage caused by this skill.
Escape: Di Renjie removes its negative effect (which can trigger a general attack on the sphere effect), increases the movement speed, and throws 8 tokens around. The damage and effect of tokens are the same as that of chasing killers with one skill and six orders.
Analysis: Skills can be understood as gain skills. When it is controlled, it can be released by clicking, which not only releases its own control, but also increases the moving speed and greatly improves the viability of Di Renjie. After being controlled by the enemy, it will definitely be set on fire. Releasing this skill at this time can not only leave safely, but also produce effective output to the enemy. The eight tokens thrown out spread to the periphery with Di Renjie himself as the center, which is naturally a magical skill exported by a team battle. This skill can be said to be De Renjie's life-saving skill. Although you can't control the enemy, you can make yourself out of control and then retreat to a safe place calmly, so you can't let it go first in a team battle. The color of the token is random, and the direction is difficult to control. There is no need to demand that the token must hit the enemy. As long as you keep yourself safe, the output is a piece of cake for Di Renjie.
Dynasty Secret Order: Di Renjie throws a golden secret order in the designated direction, causing physical damage and equal spell damage to the first hit hero, and causing stun effect, reducing the target double resistance and gaining the target vision for 5 seconds; In the meantime, friendly troops moving to the target will increase their moving speed.
Analysis: Di Renjie's main control skill, of course, is the most damaging, and hitting the enemy can also reduce the double resistance of the target, which simply becomes the existence of whoever controls in a team battle will die. This skill takes a long time to CD, so don't release it at will. I'll give you two suggestions: 1, which can be used as a first-hand skill to control the enemy in a team battle, reduce his double resistance, and be easily killed by his own fire, thus instantly creating his own advantage; 2. Because the skill damage is high, it can also be used as a means to kill residual blood by hand. This skill is non-directional, so the release needs some anticipation. This skill can also get the target's vision after hitting the enemy, so that he has nothing to hide; During this period, the movement of friendly troops to the target will increase the movement speed, so the skill can be released when threatened, which can make friendly troops come to support more quickly.
A Comparative Analysis of Li Bai and Di Renjie;
Judging from the above skills and effects, Di Renjie's ability to escape and pursue is stronger; Moreover, in terms of consumption power, it is still relatively strong to keep the contract for a hundred miles; In terms of team fighting ability, personally, I think that keeping a promise in a hundred miles is stronger, because keeping a promise in a hundred miles only needs to be consumed in the distance, and the residual blood will go up again, while Di Renjie can only continue typing on his own position. However, Di Renjie generally has stronger attack damage and stronger skill damage. When choosing a shooter, it depends on the lineup to choose these two heroes. Keeping about a hundred miles is more suitable for the Puke lineup, and Di Renjie is suitable for the very hard lineup in the front row.
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