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Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

In today's society, everything is done with efficiency, and the same is true in online games, only by improving efficiency can we fight more monsters and get more rewards. Fantasy Western players pay the most attention to speed efficiency in the process of brushing tasks, such as door gates, bells or literary and ink activities, which are basically closely related to speed. Therefore, everyone constantly pursues the speed attribute when the gameplay is a school, and some people also put speed first. As always, brainlessly pursuing speed attributes, have you ever considered the drawbacks of spell injuries?

Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

A player posted a spit that now that the speed qualification is getting more and more volume, is it really good to give up the damage heap speed? Seeing many anchors, the agility points of the material law system have increased by at least 200 points, such as 175 level speed of more than 700, and the law damage is only 2100. The physical speed is also 750+, the damage is 2800, and the standard is not 3500 damage? And the anchor is not bad, more ordinary, if the speed is piled, it is estimated that the law hurts 2000, the damage is 2600, although this group number is shot first, but will there be a lot of strange left?

Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

I am 159 five open, Lingbo City has a set of full strength, there is a set of more than 150 agility, it is obvious that this time to kill the ring monster, full strength can sometimes be a round, added agility has not tried a round, always left a few to the next round, may also be just this time is just almost damaged. In fact, I didn't add sensitivity, playing a speed charm, 500 speed is faster than catching ghosts, bells and other activities and ordinary copies. For example, there are a few tigers, rabbits, and snakes, but most of them are still my first hand, and it doesn't matter if I miss one or two, and I don't race. But when encountering chivalry, artifact 3 + 3, in addition to being slower than the solid injury, some of them are still the first out of the opposite side, and the problem is that he can't kill me first. Now the question is, does speed really matter?

Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

First of all, it should be noted that the speed of more than 70% of the scattered people will not exceed 600, and I am now 2100 methods to injure 600 speeds, and basically do not play spells can also be one or two speeds. Daily activities can keep the spell 600 feel is enough, change the blood belt on about 550 speed. But now some tasks without speed are disgusting, especially five open. Recently began to brush the skyfall, I don't want to play the system, ready to give up the magic incarnation, the speed charms are far from enough, first hit a round in the output, another set of solid wounds casually are very comfortable.

Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

5 open Due to the pursuit of efficiency, there is nothing wrong with the need for heap speed attributes. Before questioning others, and finally found out that the clown is himself, a single-shot speed of 550-600 is enough, and a law injury of 2200 is good. Look at others selling 1.5 million a set of 175 five-open wounds that are more than 2200, the speed of more than 800.

Fantasy Journey to the West: Over-pursuit of speed attributes, have you ever considered the drawbacks of magic injuries?

For every 200 mana damage difference of level 175, the damage difference is 10%, and the physical difference is 10% per 250. So how many attribute points will these 200 mana damages be exchanged for attribute points? How much does switching these attribute points to speed increase by how much? So how much speed will suppress various types of monsters? There are data available for all of this. Those who really play the game for a long time will match the attribute points according to their own level and equipment, so as to achieve optimization. It is pointless to look at attributes alone, which are used to level equipment, not equipment equalization attributes. So the pursuit of speed attributes needs to be viewed from the overall attributes, rather than saying that others are brainlessly pursuing speed and forgetting the damage output.

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