The profession with the most exciting gameplay in 'Adventure Battle' - Swordsman

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Release: 2024-02-27 08:40:06
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php Editor Yuzi introduces to you the most eye-catching profession in "Adventure Battle"-Sword Head. As one of the most colorful professions in the game, Swordsman is highly sought after among players for its excellent attack power and gorgeous skills. By choosing the swordsman profession in the game, you can experience handsome swordsmanship skills and shocking combat effects, bringing a brand new gaming experience. Not only that, Sword Head also has unique skills and tactics, allowing players to stand out in adventures and become the core force of the team.

The profession with the most exciting gameplay in Adventure Battle - Swordsman

The profession with the most exciting gameplay in "Adventure Battle" - Swordsman (Martial Saint)

You want to say which profession has the most tricks and the most gameplay, I tell you, it must be Swordsman.

There are currently six types of sword heads that I know of: the balanced style sword head (traditional comprehensive sword), the traditional return sword head, the return partner sword head, the violent anti-companion sword head, the violent anti-damage reducing sword head, and the violent anti-violent sword head. head.

To analyze each school, you need to first understand the first core of the sword - damage reduction: damage received = (1-damage reduction) × (1-single system damage reduction).

Second core~Reply: Reply to pvp and cut off by 70%. That is, the actual response for 2 is 0.6, 3 is 0.9, 4 is 1.2, and 5 is 1.5.

The third core is that the sword head will generally not lose blood ten seconds before the battle. That is to say, the recovery income during the battle is calculated by subtracting ten seconds from the battle duration.

Among the genres, I will go into detail about the ones I have used and what I understand, and I will just go over the ones that I am not sure about.

Violently reversing the sword's head, this is basically the same as Heipi's, which is to use Heipi's style of fighting in the mold of the sword's head. The equipment is equipped with ten critical counterattacks, and there is basically no damage reduction. All the main stack counterattacks are critical hits, but it is still not as violent as the black leather, and the sky can defeat the shooter, but like the black leather, it will wilt when encountering a high-resistance mage.

The balance-style sword head is a traditional comprehensive sword. The equipment is balanced in terms of recovery, critical hit and counterattack. After it is formed, the recovery is about 2-3, and the critical hit and counterattack is about 50-60. To be honest, this kind of thing is generally rare. I Personally, I feel that the actual performance is mediocre. After all, Reply 2 is too limited in actual combat, and it feels neither good nor bad.

The head of the sword is used to reduce the damage caused by the violent reaction. This is more in line with the trend of the current version from the beginning - reducing the damage. This kind of sword head is also a violent counterattack equipment, but it will not be an extreme counterattack. It uses part of the damage reduction. In actual combat, it is equivalent to using part of all the advantages of the shooter against the mage. Basically, it is the mainstream of the current violent anti-sword head.

The Sword Head of the Violent Rebellion Companion and the Sword Head of the Rebellion Companion are mentioned together for easy comparison. The two of them are basically the same. They both use basic attacks to counterattack companions, and they both focus on reducing damage. The difference is whether the equipment is restored or a critical hit, and the fifth companion has a high probability of using a dragon to counterattack. This type of violent counterattack companion style is not the kind of fighting that you imagine will end the battle in an instant. It basically takes 30 seconds. In addition, after the violent counter-companion flow is formed, you can consider using continuous reduction at position 5, using a slightly more violent mode such as explosive damage at position 6 to fight against shooters, and against mages relying on their natural advantages to use enchantment and martial soul pulling skills to reduce.

Comparing the two professions, I have made some calculations, and the conclusion is that if the battle ends in 20-30 seconds, the advantage of counterattacking with companions is greater, and if the battle ends in 50-60 seconds, the advantage is greater.

The advantage of the two companion-type sword heads against mages will be greater than the damage reduction of violent counterattacks, but the pressure against shooters will be correspondingly greater.

The counterattack sword is basically a counterattack sword in the traditional sense. The damage is lower than that of the companion's sword. It is a backup mode when the companion is restrained. It is currently not recommended to continue to use the traditional return sword head.

After analyzing the above, except for the balanced sword head, which I don't know much about, the others are basically like this: the violent sword head has the greatest advantage for shooters but the weakest advantage for mages. Then the advantages and disadvantages are shifted little by little, and first it becomes Reducing the flow of violence has a balanced advantage against the archer and mage, and then transferring it to the companion flow has a big advantage for the mage but not a big advantage for the archer.

In addition, there are some suggestions or reminders for Jiansou players:

First, you have to have confidence in Jianshou. His passive talent is absolutely abnormal in the current version. The high damage reduction is a great thing. It is said that Dawei is a super version of the artifact with a passive 15% damage reduction. However, the sword head with full health will reduce the damage by 10%, and the sword with half health will reduce the damage by 20%.

Damage reduction has been mentioned before. When it is low, the effect is average. When it is high, the effect is obvious. The higher it is, the more obvious it is.

The reduction is increased from 20 to 30, and the resistance to attack is increased by 14.3%.

40 liters 50 increased by 20%

70 liters and 80 liters increase by 50%.

Therefore, damage reduction is particularly critical in competition, so a sword head with built-in damage reduction is born with its own core competitiveness.

When it comes to dungeons, you don't need confidence. Except for fish and photons, there's no time for dungeons to work.

Second, if someone has piled up 70, 80 or 100 dodges and tells you that companion flow is useless, don't be discouraged. Let me give you an example. Many archer swords now have double 50 damage reduction (50 reduction, 50 skill reduction), and the mage's skills have been reduced by 75%. The damage of your sword-head companion is 0, and you still have counterattacks and basic attacks that can account for 40% of the damage, which is much stronger than the mage. There are a lot of mages using them, why can't your companions use them.

Moreover, super high dodge requires talent. No shooter mage will defend with 100% dodge. If the mage hits you with 100% dodge, he may not be able to beat you, but when he is stationed with regular attributes, you can 100% beat him.

It’s not that you don’t need to worry about high dodge under normal attributes. Currently, nearly 70% of them dodge under normal conditions. I only saw Kaikai, who is still a companion-style warrior. If it doesn't work, just do the opposite.

The profession of Swordshead is: if you want to target the shooter, it will be difficult for the shooter to fight against you, which means violent rebellion; if you want to target the mage, it will also be difficult for the mage to fight against you, which means the flow of rebellion and companionship. But if you want to take advantage of both professions and don't want to change the lineup, then it depends on your control and restraint of attributes, and whether you have taken shape.

Third, when you communicate with others, don’t say you are white-skinned and black-skinned. If you say you are black-skinned, they will understand. You say "I am white-skinned"... I know what kind of white-skinned you are. At least, do you think you are white-skinned when you talk about violence or rebel against white-skinned people?

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