Adventure Squad Zero Relic and Medal Selection Guide The mechanical output character in "Adventure Squad" - Adventure Squad Zero, is famous for its broad strike surface and powerful buff effects. Number Zero not only has good output, but also has the auxiliary ability to recruit and support teammates. For the characteristics of No. 0, the selection of relics and medals is crucial. In order to help players understand the characteristics of No. 0 in depth, PHP editor Baicao has compiled detailed recommendations for selecting relics and medals. Through this article, players will understand the advantages of Zero and configure appropriate relics and medals according to their own needs, thereby improving Zero's actual combat performance.
Recommended Relic Zero and Medal selections in "Adventure Squad"
As a pure output character, of course I choose the output medal. [Penetration Medal] and [Charging Medal] are both suitable. .
Many friends have indeed asked before, whether [Penetration Medal] or [Charging Medal] is more useful, Momo will give a good answer here.
Let’s talk about the conclusion first, some friends like to see this
[Penetration Medal] and [Charging Medal] have different strengths when used by different characters in different situations
1. For characters with direct injuries: (Such as Ember, Cher, Zero, etc.), [Penetration Medal] is suitable for same-level competition and defeating superiors, [Charging Medal] is suitable for bullying the weak and late-stage PVE
2. For buff damage or indirect damage with attack power gain For players: (such as sapphires, meteors, etc.), it is a no-brainer to choose [Charging Medal]
Let’s take the third effect of the five-star medal as an example:
[Charging Medal] Attack power increases in the first round It becomes 0, starting from the sixth round it is 50%, and the average attack power bonus is 35% per round for ten rounds, but the bonus is the basic attack.
[Penetration Medal] The target ignores 25% defense when it is above half health, and gets a 20% critical damage bonus when it is below half health.
Everyone knows the strength and weakness of explosion damage and attack, but they ignore defense and don’t know how to compare it with attack power.
According to Momo’s observation, the attack power of most output characters is about three times the defense power of normal characters, unless it is a deliberately stacked attribute. For example, an output character with three thousand attacks corresponds to the defense of a character of the same level. The power is about one thousand (for example, this number is easier to understand.)
Then ignoring other conditions
The damage is equal to 3000-1000 = 2000
The basic attack power of a character with 3000 attacks is about 600 , with the Charge Medal it is
3000+600×35%-1000=2210
With the Penetration Medal the damage that triggers the ignore defense effect is
3000-[1000×(1-25%)] equal to 2250
because on the panel There will be deviation. In fact, the total damage is about the same. This is when encountering an opponent of the same level. If the opponent's panel attributes are much weaker than your own, for example, the opponent's defense is not 1000, but 100, then wearing Where will Toru's income go? He can only rely on the explosive damage attribute below half health.
Of course, on the contrary, if you encounter an opponent with higher attributes than your own, the benefits of penetration marks will also be high, which can be used to make a comeback. Of course, if the attributes are too different, it cannot be solved with a penetration medal. Problem.
Then there is PVE. The boss defense of King of the Abyss 3 is 5 million, 5 million×25%÷35%≈3.57 million. That is to say, before the basic attack power is less than or equal to 3.57 million, [Penetration Medal] 】The monsters with three stars in the Abyss King all have positive benefits, which are greater than the [Charging Medal], and vice versa.
[Penetration Medal] also has the function of giving a character in a dual output lineup to lower the attack to avoid being devoured or targeted.
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