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How to calculate the bonus points of DNF combat effectiveness eq

Publish: 2021-05-17 00:39:40
1.

Basically speaking, the fixed injury profession depends on strength, intelligence and independence, and the strong is equally important. About 22 genera impose 10% attack power, which is about 100 independence. In addition, there are yellow characters to increase damage, white characters to add damage, broken move damage and so on

2. Different classes have different algorithms. You can understand part of the combat effectiveness with your mouse
3.

1. Although combat effectiveness has no substantial effect, it can not determine the level of damage. For example: my 4W small dark zone milk can be sunny twice, but adding a wild group has no combat power at all. The 6.7w character who may not be hurt is easy to enter the group. If the team leader doesn't know his occupation, whether he will let you in will also take your combat power into consideration. But the combat power also has a basis. If you know how to look at the combat power, you can know how much damage your equipment has been built and how much damage it has.

2. It's better not to stack the combat power in conflict with the damage. For example, if you have 100 magic blasts or you are wearing ghost standing on the street 80, don't stack the magic blasts for the sake of good combat power

3. This article is to enchant from the perspective of increasing combat effectiveness, punch holes, and the damage may not be the highest. So we make our own choices

4, magic knife + 12 and 10 are more than 20000 combat power than the ancient. Because they will be improved soon, they are not tested by the ancient short

2, combat effectiveness calculation

TGP formula is as follows:

it can be roughly concluded that the addition ratio of other attributes is not high when the magic attack is low. Therefore, in terms of improving combat power, trumpet mainly focuses on improving magic attack

4. Equipment bonus formula = (existing equipment score + single equipment bonus) + [(existing equipment score * 0.1) * (single equipment * 0.1)]

5. On the premise of combat power priority, the selection of enchantment and punching is

< P > according to the above combat power calculation formula, It's easy to answer the questions on the first floor: comparison between omnipotent (magic attack 45) and soul: dirigige (magic attack 20, intelligence 50):

omnipotent: 45 * 55.6 = 2502

Hun; Diridge: 20 * 55.6 + 42.14 * 50 = 3219

2 pet pearl selection

40 intelligence = 1684 30 magic attack = 1668 combat effectiveness 6 critical hit = 3252 14 dark attribute = 4239

summary:

< P > 1. Although combat effectiveness has no substantive effect, it can't determine the level of damage. For example: my 4W small dark zone milk can be sunny twice, but adding a wild group has no combat power at all. The 6.7w character who may not be hurt is easy to enter the group. If the team leader doesn't know his occupation, whether he will let you in will also take your combat power into consideration. But the combat power also has a basis. If you know how to look at the combat power, you can know how much damage your equipment has been built and how much damage it has.

2. It's better not to stack the combat power in conflict with the damage. For example, if you have 100 magic blasts or you are wearing ghost standing on the street 80, don't stack the magic blasts for the sake of good combat power

3. This article is to enchant from the perspective of increasing combat effectiveness, punch holes, and the damage may not be the highest. So we make our own choices

4, magic knife + 12 and 10 are more than 20000 combat power than the ancient. Because they will be improved soon, they are not tested by the ancient short

4. From calm to calm. It can't be finished. Beauty is up to you; C) Introce where there is, the life of a kind-hearted person. Be a simple person and laugh when you are happy. yes
5.

That is to say, if you wear equipment with obvious effect, you will get extra points

6. Combat effectiveness = basic attribute * (1 + yellow character) * (1 + white character) * (1 + blast damage) * equipment coefficient
7.

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full level ordinary card common
energy seconds
primary unusual card uncommon
two full level ordinary cards are combined into pro, and then the full level is practiced, which can be
full level rare cards in seconds
and so on,
two full level super rare cards (super
rare) are combined to practice the full level again, the full level super rare cards (ultra
rare)
, and the position ability value can be ignored
two super rare cards (ultra
rare) are combined to practice the full level again, and the epic card (EPIC) can be reached in seconds, and the position ability value can be ignored
when two epic cards are combined to practice at full level, you can reach full level legendary in seconds, and the position ability value can be ignored
two full level legendary cards are combined to practice the full level again, which can reach the full level star in seconds, and the position ability value can be ignored
two full-scale superstar cards (star) are combined to practice full-scale superstar cards again, which can reach full-scale superstar cards in seconds (star is very strange, star has two levels with the same name), and the position ability value can be ignored
two full-scale superstars are combined to form pro, and then full-scale training is the best. You can only win or lose according to the condition ability.
the above is my
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