Recently, the Hanbok planner has come to do things again, since the development of the Warcraft copy failed, the national costume has been stuck in the 86 version of the Tuanben era, and at present, the planner also plans to go back to the 60 version, and the plan is to open the knife from the critical strike rate. In fact, since DNF became the main theme of Krypton, various heap outputs, entries, critical strike chance, three attacks and four dimensions... However, the Anthon era still strictly limited the critical strike chance, but now the phenomenon of full critical hits and even overflows abounds.

DNF: 2.11 Hanbok "Critical Strike Revamped",
First, Hanbok announced a revision of the critical strike rate. The planners believe that the full critical strike chance reduces the fun of the game, so it will be cut. Just the most basic 150% of the explosion damage has already had a great impact, mainly the problem of skill proportion, some classes do not have critical hits, and your other skills cannot be made up for all critical hits.
The full critical strike era is a thing of the past, and the double supreme is useless
Second, the consequences of planning a critical strike rate. The damage increase caused by the existing critical strike system is too large, and the so-called surprise of adding "critical hits" is more inclined to the "probability increase/additional damage" that has appeared in the past. Or similar to the current brush face series equipment "x% probability xx skill damage increase x times", and this probability can not be too high, otherwise it is not a "surprise" but a "complaint", essentially because the essence of the game operation is to constantly give the player a "sense of gain", if deprived or weakened the current treatment will only be "attacked by the players".
"Dungeons and Warriors' Little Raiders Junai Talk About Game E-sports" No. 489 "DNF: 2.11 Hanbok "Critical Strike Remake", full of critical hit era into the past tense, double supreme is useless, feel that the probability of critical hit is better or like the face spear, 777, dice like the mode is better? If it is a reward mechanism that has a great impact on the overall damage, it must not be too large, but in fact, the bet on the dog spear 777 and the dice is actually the pursuit of a number of expectations of "stability" when using it, and it is difficult to understand that there are so many people expecting it now. The old rules to get faster, directly on the actual test screenshot of this Hanbok critical strike rate revision:
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Summary: Even if the turtle will be half a small eleven wave, mainly not in the continuous output, the real output of the BOSS time is still very short, followed by the rationality of the "probability critical hit" factor is more "skill proportion" rather than "battle duration", you two awakening no critical hit Please ask how many skills you need to make up for it.