Detailed explanation of the skills of the blue handkerchief in "Back to the Future: 1999" "Back to the Future: 1999" is a game loved by players. The unique skills of the blue handkerchief in the game have attracted widespread attention from players. This handkerchief can add poisoning effects to enemies, but the specific mechanism confuses many players. PHP editor Banana hereby brings a detailed analysis of the blue handkerchief skill mechanism in "Back to the Future: 1999". This article will delve into the skill characteristics of Blue Handkerchief, the conditions for adding poisoning effects, and recommended combinations with other skills. Through this article, players will have a deeper understanding of the powerful capabilities of this handkerchief and be able to maximize it, helping players achieve better results in the game.
Original damage and poison damage
The increase of the original trauma of the Blue Handkerchief is in the same multiplication area as the enlightenment and heart phase of 37, adding up to each other
The heart poison wound of Blue Handkerchief is an independent multiplication area, multiplied by the original wound
Similarly, Sufubi's heart poison injury is also an independent multiplication area, multiplied by the original wound
The probability of fear swaddling being poisoned
Every [Attribute Weakened] [Status Abnormality] [Control] will be judged separately. For example, if there are 3 [Attribute Weakened] on the Mane Gravel DB card, 0~3 poisons will be generated
New debuff Overwriting the old debuff will be judged. Even if two identical db cards are released continuously in the same round, the judgment will be made. For example, Berlin releases two db cards in succession
, but the low value cannot cover the high value debuff, so it will not be judged. For example, after Berlin releases a level 2 db card, whether it is a level 1 db card in this round or the next round, it cannot be determined to be poisoned
But high-level cards like the blue handkerchief, which have the same anti-crime rate, will also be poisoned. The anti-crime rate is judged once
Like 6, the debuff is triggered through insight, Isolde, and the ignition point is burned through pre-ignition. These types of skills do not have debuffs themselves, but the debuffs attached through actions will also be judged
However, debuffs generated by inaction will not be judged. For example, the tooth fairy's baby teeth reduce double explosion, and the deer's insight is poisoned. The burning caused by pre-ignition will be judged separately. For example, Isolde plays 1 skill while having pre-ignition. If it is burning, it will be judged twice. If the db card is played with pre-burning at 6, it will be judged three times. After the combustion layer is full, the burning will still be judged. The author passed Isolde's pre-burning test. I don't know if he passed it. Will the other methods of burning be judged?
The Poisoning Damage of the Fear Swaddle
The character's panel is triggered by the Poison Eater on the Fear Swaddle, instead of the blue handkerchief's panel
The poisoning damage does not lock the panel and is settled in real time according to the character panel. Whether it is double explosion or original trauma, you can use the buff in the last round of the Blue Handkerchief Array to achieve maximum benefits
ps: The attack power is panel-locked, and double explosion, whether it is the double explosion given to you by Vera or The tooth fairy will reduce the enemy's double explosion, but it will not lock the panel, and the original trauma will not lock the panel.
Storage Passion
The blue handkerchief can store up to 5 points of passion. The stored passion will not be reduced, but when encountering uneasiness, cannot be converted into normal passion
The transformation time of passion is before the cards are dealt, so you can obtain the ultimate move through the transformation of stored passion
Spell Array
After opening the spell array, the blue handkerchief will perform an extra move at the beginning of the enemy's turn Judgment, that is, poisoning will be judged once at the beginning of the enemy's turn and at the end of the enemy's turn, and the damage will be doubled
The judgment at the beginning of the round and the judgment at the end of the spell array or being replaced are different from the conventional ones. Only one source of damage will be displayed. You can see Separate optimization for Blue Handkerchief
But the critical hit of each layer of poison is calculated separately. As long as there is a layer of poison critical hit, the overall critical hit will be displayed, so you can see that although they are both critical hits, the damage is different.
When the blue handkerchief's magic array disappears automatically, the settlement sequence is:
Poison settlement at the beginning of the enemy's turn -> Enemy action -> Poison settlement at the end of the enemy's turn -> Poison settlement at the beginning of the next round And disappear, the magic circle disappears
The poison settlement of the blue handkerchief magic circle that disappears automatically can also cause increased heart damage
When the blue handkerchief magic circle replaces your own magic circle, the settlement order is:
Poison-> ;Determine the source damage based on the number of poisons->Poisons are resolved and disappear->Trigger insight and poison
So when the blue handkerchief replaces your spell array, the enemy will only have insight and poison left in the mane
In the last round, you can try the blue handkerchief array instead of the spell array to immediately resolve all poisonous injuries
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