How does DNF calculate attack power
All attack power = (basic damage + critical damage + white damage + additional state damage + weapon's independent attack) * percentage
all attack power is the final damage. As the name suggests, it means that your large base damage, including small base damage, yellow critical damage, white damage, and even abnormal state damage, is calculated together, and then the percentage is added. Then the damage after ascension is called final damage
this is a new damage mechanism, which is the last multiplication in the damage calculation formula. Instead of what some people think of as physical magic independence. However, this is the final multiplication. So it's not the higher you stack it, the better. Because if you don't have the yellow white explosion, it's basically no different from the Yellow word's promotion. Its use is to enhance all the attack power, so the higher the attack power of other items, the higher the cost performance
for example, you have only these two with empty tears and shadow. Then you burst out the stone of non silence. You think 18 is better than 18. However, your output is lower, because 18 white characters will be affected by daggers to 25.56
first get the strength 766 + 43 = 809
then the weapon attack is 660
(strength / 250 + 1) * 660, which is about 2796. This is a panel attack without weapon enhancement and without mastering skills
strengthen + 13's ignore Defense + above attack = 2796 + 703 = 3499, I don't know what percentage of the attack is added to the proficient skill. If you calculate by yourself, just multiply this 3499 by the percentage of the proficient additional attack
Calculation formula of panel object attack = [total object attack * (1 + strength / 250) * (1 + Weapon Mastery percentage + soul chain equipment upgrade + light soldier Skill Bonus)] + ignore attack power
life saving invincible skill of DNF:
frenzy surge of frenzied soldier
frenzy surge is the exclusive skill of frenzied soldier, which can be learned only after reaching level 60. As we all know, Berserker is always on the edge of life and death. Many skills need blood to launch, and the lower the blood, the faster the attack speed
the effect of the skill is to be undead in 5 seconds, which is very effective for the vast majority of second kill damage. It can also be ignored if the hoop in the back of the bird and the ground fire are grasped well, but the cooling time is long, so it needs to be used carefully
block skill
block is a skill that can be used by ghost swordsman series. After being transferred to sword soul, this skill can be learned with upgraded TP block and automatic block buff
block is a very powerful skill. After the point is full of TP, the damage can be reced by more than 80%. If there is a wrong operation in the group, a block can basically guarantee that you can't die. If you take another bite of blood medicine, you can ignore the damage
extended data
1. The equipment quality of DNF is improved
1. The basic attributes of legendary equipment and epic equipment are improved
epic: physical attack, magic attack and independent attack, with an average increase of about 5%
Legend level: physical attack power, magic attack power and independent attack power, increased by about 3% on average
2. Legend level equipment attributes are greatly improved and adapted
lv75 ~ 85 epic level equipment attributes are all improved
Second, DNF's weapon synthesis system will gain equipment soul when it decomposes rare and high-quality itemsthe equipment soul can be divided into five levels: Ordinary / advanced / rare / artifact / legend
2. Use different levels of equipment soul to synthesize the specified equipment
3. The equipment grades that can be synthesized are: rare, inheritance, artifact and legend
the attack increased by 1 weapon attack = [weapon attack + 1] * [1 bonus * 0.004] the attack increased by 1 weapon attack = weapon attack * [1 + (strength + 1) * 0.004], then the attack increased by 1 weapon attack is 1 plus 0.004 * strength
the attack increased by 1 point of strength is 0.004 * weapon attack; In this way, it becomes a question of the ratio of [1 + 0.004 * strength] to [0.004 * weapon attack]. According to the above calculation, when the weapon attack is 250 points higher than its own strength, enhancing the strength is more effective than enhancing the weapon physical attack; When the weapon's physical attack is less than strength plus 250, the weapon's physical attack effectiveness will be improved. Some people may ask, what's the use of these? For example, if you use a spear when choosing a weapon, the weapon attack will be 250 points higher than the power, and if you use a stick, it will be within 250 points; There are two different choices; If you use a spear, you can choose two spears. One Spear's physical attack is two points higher than the other, but its strength is two points less. At this time, you should choose the one with high strength but low attack. If you use a stick, you should choose the one with high attack but low strength.
note: 1. The above mentioned strength refers to the total strength of the character shown in the attribute bar
2, Attack power is calculated by the above formula * [1 + percentage of mastery]
3. Strength corresponds to physical attack and intelligence to magic attack. Magic and intelligence are calculated in this way
4. The ignored defense attack of the strengthened weapon is not included in the formula.
2. If there is a person who is more proficient, the attack power is calculated by the above formula * [1 + percentage of proficient]
3. The power corresponds to the physical attack; If you use a spear, there are two spears for you to choose. The physical attack of one spear is 2 points higher than that of the other, but the strength is 2 points less. At this time, you should choose the one with high strength but low attack. In fact, the relationship between attack and strength is just a formula when you use a stick. You can calculate it by yourself, which will give you some inspiration, Enhancing power is more effective than enhancing weapon physical attack; When the weapon's physical attack is less than strength plus 250, the weapon's physical attack effectiveness will be improved. Some people may ask
4. The ignored defense attack of strengthened weapons is not included in this formula. What's the use of these? Let's take an example. 004 * weapon attack] than the size of the problem. After the above calculation: when the weapon attack is 250 points higher than its own strength; There are two different choices
the attack increased by 1 point of strength is 0.004 * weapon attack.
note: 1; In this way, the total damage value (the final damage value in the game attribute)
increases the attack after weapon attack by 1 point = [weapon attack + 1] * [1 plus force * 0. Total damage value = weapon attack * [1 plus force * 0.004]. If you are proficient in weapons, you can use this formula × 1 + mastery percentage) finally, after strengthening, ignore the damage. When the above two sticks appear, choose the one with high attack and low strength
1. Every 22 points of attribute enhancement increases the damage of the corresponding attribute attack by 10%
2. This effect does not conflict with any other effect
3. When attacking with multiple attributes, the damage bonus is calculated according to the one with the highest enhancement value of the character's attributes
4. The damage bonus provided by attribute enhancement did not decrease
the so-called "attribute strong decline" refers to that the higher the attribute enhancement value is, the more difficult it is to continue to improve. If the attribute strength reaches a certain value, if it continues to improve, it often invests a lot, and the improvement value is very small, so there will be "diminishing returns"
5. Attribute attack effects (such as weapon fire card, crystal contract ice attribute, light blade effect, drinking salamander potion, etc.) will make all the character's attacks have corresponding attributes, while some skills' own attributes only affect the attack effect of this skill
extended data:
combat system
as the representative of action games, the combat system is its biggest feature. Different from MMORPG in the past, DNF continues the horizontal fighting mode of arcade, and gives full play to the sense of pleasure and strike
combined with a large number of elements in RPG, the combat in DNF has high playability and playability
balance system
after entering the el arena, if there are no other players, you can select the [invite] button to invite players into the room. You can also select the viewing mode after entering the room
players who do not want to be invited in the el field can turn off the option of accepting the invitation to fight in the system settings. In view mode, you can select the view button to view the whole battle from a special player's perspective
trading system
in the game, the flow of goods among players is realized through the trading system. Players can exchange goods directly or set up stalls
in the transaction, the buyer and the seller need to confirm before the transaction, as long as it is non binding items or money can be traded (except task items)
but in the stall, you can't exchange between items, you can only use game currency to exchange items, so the stall is similar to a "buy it now" player store, where buyers can buy items directly after they see them
task system
task system is an important part of every game. Players can receive a certain task through a specific NPC ring the game. Then according to the requirements of the mission conditions to collect items or kill monsters and other ways to achieve the mission requirements
find the corresponding NPC to complete the task to get the reward. In DNF, there are many tasks: some need materials, some need to send letters or find NPCs, some need to fight monsters, some need technical evaluation, and some need to collect items, which can be repeated
tasks are mainly divided into main line, common, repetition, achievement, daily, cultivation, emergency, job transfer and awakening
mainline task: equivalent to a story or a plot. Start with an NPC and divide the task into several steps. The task will start with the NPC that caused the plot until the end of the task
when the task is completed to the last step, a certain conditional task will be formed for the role to follow up, and the follow-up task cannot be triggered if the pre task is not completed. Each task can only be completed once
normal task: Branch task. Common tasks are optional. Any role can enjoy the task as long as it reaches the level. Generally, there are no conditional roles
tasks start from the role level until the end of the task, and most common tasks are separate tasks. After completion, subsequent tasks will not be triggered. Each common task can be completed once
achievement task: refers to the task that you can get some equipment or titles by collecting materials or defeating some special monsters
daily task: as the name indicates, it can only be accepted once a day. By completing this task, you can get some tradable materials or non tradable task materials that can be used for artifact equipment
transfer task: a task that can be accepted when a role reaches a certain level. Tasks are only allowed to be performed by the corresponding roles, initiated by the role's vocational skills tutor, through many NPCs until the end
after completing the task, the role can change to the occupation corresponding to the task content. The content of the task is to fight monsters. Technical evaluation is required. Collect anything
transfer task is the task to be completed when each occupation is converted to a higher level occupation. After the job transfer, the role changes to a new occupation. They can learn new vocational skills
awakening task: when a character can be awakened or re awakened, he or she can accept the task and wake up after completing the task assigned by the tutor