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Fantasy Journey to the West: Why Catching Ghosts Discriminates Against Physics Sects

As we all know, the main factors that affect the amount of blood caught in ghosts:

1. The average level of the team characters

2. The number of ghost catching rings of the team leader;

3. The highest panel damage of the team character (usually the physics faction);

4. Different types of main ghosts (including big ghosts and small ghosts)!

Fantasy Journey to the West: Why Catching Ghosts Discriminates Against Physics Sects

Of the four factors above, factors 1 and 3 are controllable, while factors 2 and 4 are uncontrollable.

Let's talk about the two factors that can be controlled, the average level of the characters in factor 1, this problem can be basically solved by bringing 5 people of the same level.

The highest panel damage of the character in Factor 3, this character who can only get the highest damage, is solved by dropping weapons and equipment, which is bound to affect the physical output of the character! Personally, I think that the amount of ghost's health is linked to the character panel damage, which makes the physics sect suffer a lot, why not be linked to the character panel law injury? Isn't it tied to the speed of the character panel?

Fantasy Journey to the West: Why Catching Ghosts Discriminates Against Physics Sects

Now a lot of tasks, basically with solid wounds and legal system, physics sect because of the slow speed of casting, many tasks have been difficult to get on the car, on the current task environment, the physics faction is indeed very unfriendly, on the most basic and simple task of catching ghosts, the feeling is the same!

Fantasy Journey to the West: Why Catching Ghosts Discriminates Against Physics Sects

Therefore, Dream Ba BoEr Ben suggests canceling the ghost's health, which is linked to the highest panel damage of the character, nor will it be linked to any panel of the character, but only related to the average level of the character, the number of ghost catching rings of the captain, and the different types of the main ghost, allowing the blood of the ghost to fluctuate up to 10% within the set range!

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